After a tiring evening, the first prototype of the game mechanics is up and running, using the in-game visuals, which are all alpha’d PNGs from Photoshop. You’ll also see it’s still under our original title of ‘Shift’ before we changed it to ThirtySix. We’ll talk more today about a diary of sorts, try and plan this week’s development, so that hopefully we’ll have much of the game’s core done by the end of the week.
Simultaneously, we’re working on the music and the sound effects. We made a list of what we needed yesterday so we’ll start on that aspect of the game tonight. We’ll also drum up the boxart and the thumbnails required for the Community Games system, which officially goes live tomorrow as part of the Xbox 360’s New Xbox Experience. Wait for us, guys!
There’s no target grid yet, you can’t see what the level is meant to look like, but as this is already reading from a text file it won’t be far behind. Although each zone is meant to serve 10 levels from a random selection of 20, internally we like to think of this as the first level, 01/01. It’s two moves, in case you’re wondering, but acts as a nice introduction to the game rules.
