Icarus Postal Service Dev Blog Part 4

Wow. December: a blur of turkeys, cracker bangs and sprouts. Before you know it you emerge into January realising that you’ve been silent for two months.

Despite the jollities, we have been getting on with IPS. We’re getting closer and closer to getting the game into a state where we are happy to release it. It’s been playable, and fun, for a while now, but we’re trying to get it right first time. The stuff we’re working on at the moment is a bit too boring to tell you about, but we’re paid by the word here in Nimmles Towers, so we’re going to tell you about it anyway.

The code for the base game is completely done, but there are still a few features we want to add. One of our big projects is to add unlockables to the game (armour to help you survive longer, etc).

Another area which is taking up a lot of our time is the development and testing of a variety of new enemies. As mentioned before, we design every creature and enemy by hand and then have to go through a number of processes to digitise them. This can be a time consuming task but the results are worth it.

When this is done, we can then create their file as part of the game (called a “scene” in the Godot Engine). The collision shape for the creature or obstacle is then added, and finally the animation as the object comes across the screen is included. There are about 35 objects to include and we have the bulk of them still to do!

One of our more recent additions is a new owl enemy. Look at his cute little face. Vicious little bugger though.

owlUp

An owl enemy

Once all the enemies are created, we can start testing, and then once we’re happy we’ll release.

We’ll get back to work now 🙂