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Lost Twins 2 News

Devlog#8: Introducing puzzle element - Gates

Hi guys! We are back with another devlog. Today, we'll discuss the another puzzle element in the game -stone gates. These gates present an exciting challenge for players to solve. Let's dive in!

In the game, you will find various stone gates that features a remarkable force field located right at thecenter. When the gate is closed, the force field restricts passage, making it impossible for players to cross. To open the gate, players must first activate a pressure button. As they do, the gate begins to open, with the stones gradually collapsing and descending towards the ground. Simultaneously, the force field automatically deactivates, enabling players to pass through the gate. Here's an image of how we planned the concept of these stone gates.





In Unity, we utilized the Animator component to enable more flexible gate animations. However, we encountered a challenge where the gate could only move between fully opened or fully closed positions. This made it difficult to blend animations if the character disengages from the pressure button, as the gate would snap back to its previous position.

To address this issue, we introduced a parameter in the Animator controller that allowed us to adjust the gate's position progressively. By modifying the value of this parameter from 0 to 1, we were able to achieve smooth transitions in the gate animation, even if the player disengages from the button. This modification ensured that the gate would move to its final position based on its last known position, allowing for a seamless and immersive gameplay experience.

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Thank you for reading our devlog. We hope you found our insights and solutions helpful and informative for your own game development projects. Keep an eye out for more updates from our team as we continue to work on enhancing the gameplay experience. As always, we welcome your feedback and thoughts. Follow us on twitter.

Best regards,
Playdew team

Devlog#7: Introducing puzzle element - Rope

Welcome to another entry in our game development log! In today's update, we'll be delving into the creation of one of another puzzle element - the rope. We'll walk you through our thought process, explain the technical aspects of our implementation, and discuss how we achieved the realistic physics and visual appearance of the rope.

In our development process, we explored various ways to implement ropes that could interact physically with characters and other interactive elements. We eventually settled on using Unity's Hinge Joints to simulate physics.

To achieve this, we connected a series of rigidbodies along the length of the rope, linked together by Hinge Joints. We were able to modify the length of each rigidbody piece, using an editor script, depending on the required length of the rope in a particular area of the game. To ensure the rope behaved realistically, we adjusted various attributes of the rigidbodies and hinge joints, while also clamping values to prevent the rope from behaving erratically.

[previewyoutube][/previewyoutube]

Once we had nailed down the physics, we moved on to the visual aspect of the rope. We used Unity's LineRenderer component to create the rope's visual representation. Initially, we used the edge positions of each rigidbody as the points for the LineRenderer. However, we noticed that this resulted in a blocky appearance, and increasing the number of rigidbodies affected performance. To address this issue, we used a parameterized Catmull-Rom spline to smooth out the rope's visual appearance. We then passed the smoothed out points to the LineRenderer component.

[previewyoutube][/previewyoutube]

We hope you enjoyed learning about the creation of our rope puzzle element, and gained some insight into the technical and creative aspects of game development. As always, we appreciate your support and feedback, and we can't wait to share more updates with you in the future.

Stay tuned for our next entry!

Best Regards,
Playdew Team

Devlog#6: Introducing puzzle element - Boulder

Hello again! In this devlog, we're thrilled to introduce another one of our gameplay elements - the boulder.

Initially, boulders might appear to be nothing more than an obstruction or hindrance to players, blocking their path and forcing them to find an alternate route. However, as players delve deeper into the game’s world, they'll quickly realize that these hefty stones possess hidden potential, allowing them to be used as tools to unlock secrets, activate mechanisms, and overcome seemingly insurmountable obstacles.

At its core, the boulders featured are physics-based objects, which can be pushed, rolled, or otherwise manipulated by the player character. The boulders' physics simulation has been designed to be as realistic as possible, ensuring that players will need to apply force and momentum to move the boulder in the desired direction, taking into account the slope of the terrain and other environmental factors. For example, players can utilize boulders to trigger pressure-sensitive buttons, break through glass seals, and even smash through seemingly impassable barriers.

[previewyoutube][/previewyoutube]


We've put a lot of effort into designing the boulders' physics simulation to make sure that players can interact with them in a way that feels satisfying and intuitive. We can't wait for players to discover all the hidden potential that these stones hold!

Thanks for reading this devlog, and be sure to keep an eye out for more updates. Until then, happy boulder-pushing!

Devlog#5: Introducing puzzle element - Pushable Box

Greetings! Today, we share our first puzzle element in the FC Zone - the pushable box.

We wanted to create a tool that allowed the player to overcome challenges and obstacles while feeling engaged in the gameplay. That is why we implemented the pushable box as a versatile and reliable object that the player can use to solve puzzles and navigate the game world.

The pushable box is a physics-based object with realistic weight distribution and force simulation. This design ensures that the player must apply the appropriate amount of force to move the box in the desired direction. Moreover, this approach offers a realistic and immersive experience for the player.



The pushable box functions as a platform. The player can jump on top of the box, allowing them to reach higher locations or access areas that would be inaccessible otherwise. The box can also serve as a climbing tool to help players traverse over obstacles.

[previewyoutube][/previewyoutube]

Additionally, the pushable box can trigger pressure-sensitive buttons or activate machinery, making it an essential tool for advancing through the game. The box's presence in the game has multiple purposes, making it a versatile and valuable game mechanic.


Thank you for your continued support, and we'll see you next week!
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See you next week!
Best Regards,
Playdew Team

London Games Festival 2023

We are thrilled to share that the London Games Festival 2023 will be featuring a series of online and in-person events from March 29th to April 8th, and our game Lost twins 2 has been selected as an Official Selection for the festival! This is a significant achievement for us, and we're excited to be a part of this prestigious event.



We invite you to join us at the festival and experience Lost twins 2 for yourself. It's a great opportunity for us to connect with our fans and show our appreciation for your continued support.

Best Regards,
Playdew Team