Here is the latest environment for one of our future updates… Train robbery anyone??
Aside from adding a new desert chapter, cutscenes, and a store to the upcoming Rescue Love Revenge update, we’ve also added an in-game blog that should allow players to stay informed on everything we’re doing without putting in as much effort to seek out that information. Being logged into Facebook will enhance the blog with pictures and allow players to directly Like posts without leaving the game.
Even without logging into Facebook, players will still know there are new blog posts and be able to read them, although they’ll only see text. Pressing the Like button will ask for Facebook login if not logged in already.
Logging into Facebook enhances the game all around, not just the blog. From a personalized welcome screen to reporting scores and achievements to challenging friends, Facebook will make a significant difference in Rescue Love Revenge. And of course, the blog looks better with pictures, so be sure to login to Facebook when the update goes live!
The blog content is independently grabbed from each of our Facebook pages: RLR, Hatchlight, and Rich Pine. We’ll see how it all pans out, but this may turn out to be a really good thing to help spread word of mouth for the game well beyond our comprehension. If someone likes a post from inside the game, then their friends see that, and then maybe those friends play RLR or check out our other stuff.
Without a big marketing team or budget, we have to do things in a guerrilla/grassroots style. For the past few years, we’ve been big fans of three books/theories: ZMOT, The Long Tail, and 1,000 True Fans. Now it’s time to quit talking about those theories and actually try to do them. More Facebook integration and putting a blog inside the game are two things which could help that process along. Same goes with having websites, Facebook pages, Twitter accounts, and whatnot in the first place. I mean, we have tons of whatnot, amiright?
Alright, enough babbling…back to working on the in-game store, so we can ship this update ASAP!
We are working hard on the first update to RLR. Among other things, there’s a new chapter set in the high desert. This is a work in progress screenshot of a level that is almost done.
One tool we added to the project this time around is a Unity plugin called ProBuilder. ProBuilder lets us create and edit textured geometry directly inside of the level. It allows us to create unique shapes like these hills, without taking up an artist’s time. The resulting level is a mix of pre-made models and prefabs, plus probuilder objects.
Another change we are making is to the level select screen. Now that we have more than one chapter, we needed a better way to get around. We’ll submit this update to Apple soon, if all goes well.
Been working on the environment set for the new chapter. This is going to be a fun chapter folks! Here is a screenshot:
We have received some comments about Level 3, and confirmed within Flurry – some of our players can’t get past this one spot. Today I fixed the glitch by adding in some geometry to make that spot doable without doing a perfectly-timed double-tall-jump. This really just kicks the issue down the road. We plan to actually fix it soon by better explaining our controls in-game.
I’ve also nerfed level 15. We knew going in that it was the hardest level, and since it’s only the first chapter, now’s our chance to make it a little easier.
Level 15 is the longish cave level with all of those 1×1 cubes that must be hopped to precisely on time. They are now 2×1, which makes the whole thing a little more bearable.
I might also take a look at level 11. The rest of the levels follow a decent curve, if we can fix these few issues then I think our Chapter 1 completion rate will bump up a lot.
These changes will go into our next update, along with Chapter 2!