Category: Development

Ad-hoc Usability

The Backworlds editor is, as we’ve previously mentioned, a set of menus in the game itself allowing us to make changes to the levels as they are being played – rather than being built from the ground up as a level building instrument it has been patched together over time as tool for manipulating game data…
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Time Design

Following up the video about one of our previously scrapped worlds, I show and tell a little about “time”.

Motivational poster

I want to write about my own fluctuating motivation for Backworlds this month, this will be mostly personal so I won’t go into Anders feelings on the same subjects. Our progress has been slow the last half year, with some stints of hard work with building level progression, adding some new mechanics and preparing gameplay tests.…
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Old Sins

A few months ago Juha talked about our “no paint” levels and why we decided most of them had to be scrapped – today I will briefly go over some of the ideas we toyed around with in the original “Backworld” prototype and why they had to go. The game was made in a very…
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Some players will not like our game and that’s ok

Something that I’ve always agreed with is the sentiment that if you try to please everybody, you end up pleasing nobody. Perhaps this applies to many things but specifically within games it something I often hear and read, mostly voiced by developers and enthusiasts. Those are mostly opinions but I would like to share how I…
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No Paint Design

Another design talk video entry for the blog, following up Demo Design from a couple of months ago. This one is about one of our scrapped mechanics, called “no paint”. Music: Donkey Kong Country 3 – Aquatic Transformations OC Remix by halc and Level 99

Demo Design

I thought I’d try something new for the blog so I recorded a video where I talk about Backworlds design while playing it rather than just write about it. The test case for this is our demo levels, I hope the format works! Note: I have some issues with framerate while recording, sorry about that.…
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Puzzling platformers

A “puzzle” in a game can mean different things – in games focused on them, a puzzle is traditional – a discrete set of game objects and figuring out how they fit together creates the challenge in the game. In action-oriented games they usually consist of more immediately apparent solutions and serve as a change…
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Regarding Style

Today I will talk about some of the steps we took to reach the current art style of Backworlds. While we still have a long way to go with the art and may decide to make further changes to the style, I will go over some of the reasoning behind what the game looks like…
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Under Pressure

I started running Backworlds on a Surface Pro recently in order to determine how much work it would be to port the game to tablets – rather than the porting itself, the big challenges are how we change the controls to feel good on a tablet. The Surface Pro is practically a laptop running Windows…
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