PS4
-
The Colour of Light
Apparently I wrote this blog when Flight of Light was launched way back in August 2017, but for some reason never published it. So here it is, looking back at one of the key aspects of the game’s evolution over its 3+ years development time! Flight of Light was developed using an organic / evolutionary design method – At each stage of development, I took the work-in-progress game to a lot of different events and conventions. Allowing its design to be guided by feedback and suggestions from those who played it. During that process, one aspect of the game’s design came up time and again. In conversations with players, it’d usually…
-
Kickstarter Launch!
We’re raising funds for Flight of Light’s soundtrack over on Kickstarter! The money will be used to pay a number of different musicians to compose the game’s soundtrack. If all goes to plan, there’ll be four musicians creating two pieces of music each to fit the game’s initial nine levels. (The ninth music track has already been composed by freelance musician Lawrence Shahid, which you can listen to in the trailer above!) For the next month, we’ll be putting out updates on how the kickstarter is progressing alongside the usual dev diaries and updates on the game’s progress.
-
Shiny Circles
Upgrading Flight of Light’s graphics had major and unexpected effects on the game’s playability Previously, most of the game’s art was cobbled together placeholder assets, many of which had gone through multiple iterations of gameplay alterations, to the point where they no longer made sense or didn’t fit with everything else. That was fine for when the game was constantly changing. With the game’s recent change of direction, it also became clear the game’s graphics needed a major overhaul. However, having swapped out the old assets for shiny new ones, it quickly became apparent that the playability of the game had been impacted far beyond what we expected. The biggest change…
-
Change of Direction
Back in May, we pitched Flight of Light to a number of potential investors. However, none of them were particularly interested in the game. A disappointing experience, but on reflection came the realisation the game lacked focus. It felt schizophrenic, two competing personalities and styles, neither of which was really fulfilling its potential. We decided to redirect attention towards the futuristic neon racer side of the game. The simple reason that it was the closer of the two to being finished. It’s also much more technically within reach to make a really good job of it. I initially spent a number of days trying to improve the algorithm for the unfolding triangles…
-
Fly Faster – FoL Update
We’ve produced a short teaser trailer for Flight of Light. This shows the latest gameplay and much improved graphics. We’ve also updated the Flight of Light website and presskit with new screenshots and information about the game: We’ll be going into more detail on how the game has changed in future blogs and videos over the next couple of months.