Evolution of a Level

However, the real improvement (which can’t be shown in screenshots) is what it looks like in motion while switching dimensions! And other amazing things not shown in this level which I can’t talk about yet!

MkSS_1

MkSS_2

MkSS_3

MkSS_4

MkSS_5

MkSS_6

MkSS_7

MkSS_8

18 Responses to “Evolution of a Level”

  1. daniela says:

    We can’t wait to play, please, it has been years!

  2. Hypersapien says:

    He’s alive! Yay!

    Pics look awesome (psst. post another video!)

    I have one question. Does the game consist just of 3 dimensional worlds existing parallel to each other, and you shift your PoV to looking across them? Or are there points in the game where you have a real, continuous 4 dimensional landscape with 4 dimensional structures that you can’t see all of at once no matter how you are oriented?

  3. Hypersapien says:

    One other thing. I realize you don’t know when it’s going to be ready for release, but do you have any idea when you might have some idea? An ETA on the ETA?

  4. Scott says:

    This is looking more and more resplendent!
    Good things take time, I’m happy to wait for something that looks like it’s going to be this original!

  5. Cai says:

    Beautiful 🙂

  6. Erik says:

    Why us the las image a question mark!?

  7. Erik says:

    Excuse me, sorry about that terrible spelling, what I meant to say was:
    Why is the last image a question mark!?

  8. Wok says:

    Take my money!

  9. Spencer says:

    It’s cool to see how the graphics develop, although with a game like Miegakure it’s the evolution of the mechanics that is really critical. Maybe after the release you can post more about that process without worrying about spoilers. When were each of the screenshots taken?

    I am intrigued by the yellow compass in the corner of the first three images. An early control for setting the W view direction, perhaps?

  10. Nathan says:

    I wondered about the continuity of the fourth dimension as well, until I realized that the game, based on a grid and taking place on little limited islands, would be just as continuous in the fourth dimension as it is in the other three. Kind of really brilliant of you. (Now, making one that was continuous in all four dimensions would certainly be a major pain with incomprehensibly awesome results – but that’s a puzzle for the future 🙂

  11. Zerk says:

    “Which can’t be shown in screenshots”: I suppose running a screencap program, and posting a gif of the result, would be tacky?

  12. Pablo says:

    Yes, an update ! Looking forward to play it ! Keep going ! Exclamation marks !

  13. George says:

    Still waiting for it!

  14. Yoshermon says:

    I’m curious about your choice in placeholder sprites for the early iterations of the game. I recognize them as a recolor of the character Claus from the game Mother 3. Did you use his sprites for a particular reason, or did you simply just come across them and figure they made good placeholders?

    • marc says:

      I think I wasn’t sure if I could do textures on the ground/cubes back then so I was looking for games with flat color environments for inspiration. The doodads were actually also from Mother 3. I also needed simple sprites that could face 8 different ways.

  15. kodegadulo says:

    Why is it taking sooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo loooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooong?