Many, many time since the last update. We are sorry, we’ve been working so hard that it was impossible to find time to write down what was happening, but we are very excited to tell you how the Rest in Jelly development advances and what’s going on.
The main campaign is nearly done: we are now working in the final bosses to tune their behaviour, which may lead to some design changes on the levels. However, we have all the other pieces there: for example, all the mob types are done and working ingame. The Twins are done except for adjustments from the QA sessions to come. The Chieftain is nearly finished, we just need to add one element and test it. The Big Jelly is in the design and development phase, it will need more work.
We are also working in the Deathmatch Mode. The levels are designed and the weapons have been reconceptualized to be more “jellied”, to feel more integrated with the mood and theme of the game.
The main efforts these months have been focused in polishing and refining all those parts of the game that are not the game. We are talking about interface, tutorials, analytics and other stuff.
The UI has been totally reworked, from the placement of the elements to how you will navigate through the menus. Not only it has changed visually, but also internally: for example, we are using the Rewired plugin that allows us to give support to a huge range of controllers. In addition, we can now detect in real time if you are using the keyboard, a Xbox One controller or another controller and display icons accordingly.
The last part of the UI update is related to language support. We finished the system that will allow us to translate the game to various languages. It will be in Spanish, English and Catalan from day one, but the system will allow us to add more languages without touching the game’s code and we hope we will be able to afford more translations when the game launches.
Another part that can be considered part of the UI that we are finishing is the Comic. This feature will guide the player through the single-player story. We’ve also given a boost to the game tutorials, a series of pop-ups that will aid you to understand the basics of a one button game.
The audio system is another victim of refactoring. We waited too long to implement this and we encountered some problems with our initial implementation, but it’s now fixed. We are adding some early versions of the game sounds Matt sent us to try them out and iterate from there.
One of the problems we encountered is related to sound volumes, priorities and exceptions. Perhaps the most curious one was stopping the button selection sound effect to play if the player tried to move beyond the limits of a menu, as if trying to select options that were before the first one or after the last one.
Talking about sound, the main OST is finished and it’s amazing, we don’t deserve Matt’s talent and we are specially proud of the boss fights. All the songs capture the game’s mood, this mix of gore and humor that a game about being killed thousands of times by jellies emit.
We can go deeper and talk about analytics. We implemented an internal analytics system that allows us to define custom gameplay metrics, which we are using to adjust the difficulty curve. The more obvious example is trophy times. We need to adjust times for bronze, silver and gold and it forced us to play the whole campaign over and over to find what’s the minimum time required to complete a level and do some calculation to know what is a good time for the other two trophies. A collateral benefit from these sessions was to find some not “legal” ways to beat some levels. We decided to keep some of them for you speedrunners, will you be able to find them 😉 ?
Related to analytics there’s another system that we finished at last. Persistence is ready to roll and we can save your progress, including times, medals, keys and unlocked characters. It may be considered simple, but we had to think about game updates and how Steam works to be sure no data will be overwritten resulting in a data loss.