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Dis Pontibus 2
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Devlog
Preparing for publishing
May 20, 2022
by
Marcos Donnantuoni
4
These days I'm working on the finishing touches to make the first release. Stay tuned!...
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Modelling
November 26, 2021
by
Marcos Donnantuoni
2
These last weeks I've been learning a lot more about 3D modelling, while making some simple assets to make the game look more lively. I use Blender , because it's free and there are many online tutori...
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Enemy mode?
November 12, 2021
by
Marcos Donnantuoni
3
During a playtest session recently, the idea came up of a "negative" mode for the game: one in which the player must reach the other shore, but leaving behind a non-traversable bridge, because the peo...
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Locking puzzles
October 30, 2021
by
Marcos Donnantuoni
3
To provide a nice visual feedback when the player solves a puzzle and it becomes "frozen", I tried several possible effects. The latest one is this one: I think it's a nice addition to the game's visu...
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On shapes
October 08, 2021
by
Marcos Donnantuoni
3
These days I'm revisiting the shape library (that is, the set of basic outlines for the puzzles, without considering how they're divided into platforms or what additional elements they contain). Somet...
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Megaliths
September 18, 2021
by
Marcos Donnantuoni
2
I'm experimenting with several options for interesting objects to put in some special islands, one of which you can see in the video above. These megaliths are currently made with some twisty mathemat...
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Input queues
September 11, 2021
by
Marcos Donnantuoni
2
I spent some days trying several techniques for making the input more responsive. The most important was input queuing, which basically involves letting the player press several keystrokes in rapid se...
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Extending player freedom
August 30, 2021
by
Marcos Donnantuoni
2
Some days ago, thanks to feedback from one of the testers, I implemented something that increased the elegance and symmetry of the game: allowing the player to re-enter the puzzle at a different point...
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Procedurally sculpted meshes
August 16, 2021
by
Marcos Donnantuoni
I've been working on the island floors. Before, I simply constructed the islands instantiating multiple tiles; now, the floors consist of only one mesh, procedurally sculpted according to the spaces o...
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Fog and less gated navigation
August 07, 2021
by
Marcos Donnantuoni
2
This week I worked on a "fog or war" feature, that reveals the map only in the zones the player has already visited. Also, in the spirit of reducing the gatekeeping of the game, I'm experimenting with...
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Rocks galore
July 24, 2021
by
Marcos Donnantuoni
3
I'm learning a bit more about graphic shaders. They are enormously useful! Today I experimented with a simple system to make varied rocks and other decorative objects. All rocks in the video are reall...
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Love, flowers and wind
July 19, 2021
by
Marcos Donnantuoni
1
I'm experimenting with some visual decorations. In this case, the love generated by the people's reunion allows flowers to grow in the islands. I added a little wind to animate the flowers. Perhaps th...
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Some UI updates to show
July 04, 2021
by
Marcos Donnantuoni
4
Lately I'm working heavily on things that are difficult to show visually, like the level difficulty progression and the level curator; in addition, last week I was distracted making a small game for t...
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No more "root" platforms?
May 30, 2021
by
Marcos Donnantuoni
2
Recently I had some tester feedback, in which they stated that it was unclear why some platforms fell to the water when they were still adjacent to the island; this suggests that the required connecti...
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Animations
May 17, 2021
by
Marcos Donnantuoni
2
These days I'm learning a bit of 3D modelling and animation using Blender. It's very surprising that even with very simple shapes and animations the characters can convey so much to the human eyes. Ne...
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Localization system
May 04, 2021
by
Marcos Donnantuoni
1
#localization, #unity, #development
I began searching for options to implement localization for the game, and tested some Unity plugins; but all of them seemed too complex for the relatively small amount of text I plan to have in the ga...
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Sacrificing sacrifices?
April 20, 2021
by
Marcos Donnantuoni
#game design
Until recently, the game allowed "sacrificing" platforms without losing (as long as the player was not on the disconnected platform). The problem with this is that the generator sometimes produced puz...
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Helping the inhabitants
April 10, 2021
by
Marcos Donnantuoni
2
I had a cute idea for a change in the theme: helping the inhabitants of the islands by fixing their bridges. It's more empathetic than simply conquering the islands, and also helps to make the core me...
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Avoiding cheats
April 06, 2021
by
Marcos Donnantuoni
2
I realized that clever players could do certain kind of cheating using the map to re-enter a puzzle while solving it, which allows pushing things from non intended positions. So I decided to record th...
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The return of the pivots
April 03, 2021
by
Marcos Donnantuoni
After some more playtesting with the specialized platforms, I decided to re-introduce the pivot actuators as a modifier to the default behavior (sliding). The new visual metaphor is this: they are now...
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Specialized platforms
March 26, 2021
by
Marcos Donnantuoni
I'm exploring more visual alternatives to indicate the capabilities the player will have to rotate or slide platforms, which are similar to the approach I used in the original game: specialized platfo...
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Map with color-coding
March 23, 2021
by
Marcos Donnantuoni
As a first pass of the zones visual representation, I've made a simple color-coding of the zones in the map. It's not pretty yet, but it serves its purpose for the time being. Next, I'll think about t...
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Map optimization
March 20, 2021
by
Marcos Donnantuoni
Now that the game will have different zones, the map acquires more importance and needs to be bigger. In order to be more friendly with low-spec machines, I'm doing a bit of optimization for the map m...
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Some theming
March 18, 2021
by
Marcos Donnantuoni
1
These days I'm thinking of ways to make different "zones" in the game; each zone will contain puzzles with different gameplay styles. For this I came up with a facetious but effective metaphor: each z...
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Avoiding claustrophobia
March 13, 2021
by
Marcos Donnantuoni
After testing the game for some days, the problem arose that it was quite claustrophobic, in the sense that's mentioned on this article in the great site Electron Dance. So I started thinking about ho...
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Red herrings
March 07, 2021
by
Marcos Donnantuoni
Sometimes a game can contain elements that are not part of the gameplay. Usually they are decorative, but if the player can do things to/with them, they can distract the player from the normal or inte...
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On mechanics, old and new
March 03, 2021
by
Marcos Donnantuoni
I'm exploring some new mechanics for the game. For instance, in the video above you can see the deleter piece (the red icosahedron). I don't know yet if it will remain in the game, but it adds some in...
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Working on the map
March 01, 2021
by
Marcos Donnantuoni
1
The game will have a "map" mode (like its predecessor), which allows fast travel between islands. At the moment it allows travel to any island, but I'll update it so it only allows going to already-so...
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Updated prototype
February 24, 2021
by
Marcos Donnantuoni
2
I managed to update the basic prototype I had so it works in the newest version of Unity. The two basic mechanics are shown in the video: slider and rotator tools. Each one enables the platforms to ma...
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Thawing the project
February 23, 2021
by
Marcos Donnantuoni
5
Some time ago I began to think about new mechanics for a Dis Pontibus sequel, but I did not advance much. I made a prototype for some of the mechanics but I abandoned it because of lack of time and mo...
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