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Star SwapperNewsStar Swapper Devblog #2
Community

Star Swapper Devblog #2

Star Swapper · published 9 Apr 2021, 14:16 UTC

All newsPlayers around this dateRead on Steam

Hello friends :)

Before we start sharing some more tidbits about how our game was created - check out the giveaway results on our Discord!

Working on a game project is always a challenge. It’s a clash of egos, a clash of ideas, and a clash with the reality of insufficient coffee available.

Once we decided that the game is going to take place in outer space and you as the Player will have to arrange them in a certain way, we knew that we’re going to need a level designer.

That’s when Angelika joined the team.

At first, I thought that as an aspiring designer she would rather make a good writer than a designer. I had the pleasure of reading one of her stories which were catchy and sparkled my imagination. I knew she was a creative mind.

Once she had shown us her designs on paper I immediately knew that she’s the person for the job.

Angelika had proven to be skilled with diagrams, paper design, and Unity. She quickly grasps what the hook of the game was and created a number of levels. We would then test out the levels. They were difficult as hell. We had to make changes.

Luckily we had chosen Unity3D to work with. It’s an accessible development engine well suited for 2D games. There’s a vast knowledge base over the Internet. This was important for Daniel as he learned the ropes as we went on with the development. Early on we also decided that we want the game to be fun on touch devices and Unity3D allowed us to quickly prototype and test the game on small screens and tablets.

Of course, developing for iOS and Android is more than just clicking “Build” but we established a few design rules that would allow us to avoid rebuilding the whole game once we begin working on mobile versions of the game.

A few of the rules we had been:

– Having everything that is playable fit a 4:3 aspect ratio screen

– Avoiding using small interactive gameplay elements

– Not having gameplay elements cross or cover each other

– Keeping the memory usage to a minimum

With this in mind, we began working out the looks for our game which you can learn about in another post.

Thanks for reading and see you there.

Website:
Titanite Games

Discord:
Discord

Titanite Novels:
Twitter - Facebook - Instagram

Titanite Games:
Twitter - Facebook - Instagram

Check our other games:
https://store.steampowered.com/app/854870/Perseverance_Part_1/
https://store.steampowered.com/app/1367460/Perseverance_Part_2/
https://store.steampowered.com/app/1120790/We_are_Legion_Rome/

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Community15 Apr 2021Star Swapper Devblog #3Hello friends :) As we first thought of how Star Swapper would look, we had a pretty clear picture. As with everything in game development, the picture quickly mutated into a complex design with more issues than solutions. At the very beginning, we were experimenting with different ways of marking slots for stars, marking stars themselves, and making a whole puzzle look good and clear to the Pl…Community6 Apr 2021Star Swapper Devblog #1Hello friends :) Who would have thought that an idea for a unique puzzle game will come from a hidden object game? Once I made my decision about making use of all the resources I had and making Titanite Games (Tap It Games then) a great indie team again the first thing I needed to decide on was the project. I was always opened on working with juniors. I believe that there is a limitless amount…Community2 Apr 2021Star Swapper GIVEAWAYHello friends :) We have a surprise for you! We host a giveaway of 5 Steam keys for Star Swapper, tell your friends, and: · Join our Discord · Find 🔑|NEWS-AND-KEYS channel · Leave “🪐” reaction · That’s it! Results April 9! Regards, Titanite Games