March 1st Progress Update


A great deal of progress on Iconic Cube Adventure has been made since last week's Milestone post and we are excited to share it! A lot of ground has been covered in terms of the levels and mechanics of Iconic Cube Adventure, so let's dive in!


Levels

A lot of work has been done on the levels of Iconic Cube Adventure over the last 7 days. Concept art has been created for the core levels and we are just about ready to start the Greyboxing process! Iconic Cube Adventure will include 5 main levels for the player to explore:

-The Hub: A (mostly) peaceful park from which the player can enter levels. In addition to acting as an area for level selection, The Hub will function as its own level, including a variety of different areas to explore and collectibles to collect. 

-The Docks: A sprawling complex of docks and boardwalks spread along a large beach. The Docks will involve a large amount of verticality in its design and will give the player many opportunities to creatively use their grappling hook. 

-The Sewers: Located deep below the city, The Sewers will have players navigate a series of dark and dangerous tunnels as they platform through close engagements and tight corridors. 

-The Rooftops: Located along the tops of various skyscrapers, The Rooftops will provide players with an environment in which they can fully utilize the tools and knowledge that they have acquired.

-The Final Arena: Accessible only after the player has resurrected the Hub World teleporter, The Final Arena pits players against the mighty Dr. Botany in an epic showdown abord his daunting ship. 


And for players who collect every leaf (Iconic Cube Adventure's secondary collectible) there may be a little something extra...


Mechanics

A large amount of progress has been made on the mechanics of Iconic Cube Adventure by Govan. In the current Unreal Engine build players can:

-Grapple onto two different types of grapple-points. The first will pull the player directly to the point, while the second will allow the player to swing and build up momentum.

-Grab onto ledges in order to pull themselves onto objects.

-utilize the jetpack to fly for a short duration.

Additionally, variables such as base movement speed and jump height are being tested in a variety of test levels so that they can be fine-tuned for optimal platforming gameplay! Included in this update are several recordings which demonstrate the progress made by Govan!


Art

A lot of concept art has been created over the last week for all matter of different things! Included in this update:

-Concept art from Mariah of the "Final Arena" level and "The Sewers" level. Additionally, Mariah has created new concepts for the various different types of Bronions which the player will need to fight, and a new concept for the mighty Dr. Botany.

-Concept art from Branson showing Cubie overlooking the peaceful central park which acts as the setting for the level "The Hub". In the distance, some of the structures players will be able to explore are visible, along with the city proper as it rises far above the park.

-Concept art from Evan of the level "The Docks" showing the beaches, boardwalks, and drydocks the player will navigate through. In the distance, structures that the player will explore, such as the lighthouse, are visible in addition to distant skyscrapers.





Get Cubie: Botanical Breakout

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