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Lost Twins 2 News

Devlog # 48 - Water cutscene

Hi guys! This week, we focused on enhancing the water flow mechanics with a dynamic cutscene that highlights the water filling and emptying containers. To achieve a more engaging visual experience, we needed a smooth camera system that follows the movement of the water seamlessly, giving players a clear and immersive view of the process. Here’s a deep dive into how we tackled this challenge.

To showcase the water flow mechanics effectively, we needed smooth camera movement that follows the water filling and emptying process. This way, players can fully observe the changes as they happen in real time. We added a top boundary to the water prefab, which tracks the water’s height dynamically as it moves. This boundary’s position is stored in a `targetPositionEndOffset` variable.

The top bound stops moving when it aligns with the water surface. However, when the water fills another container below, the camera needs to follow the action seamlessly. To make this happen, we introduced an additional Y-axis offset, allowing the camera’s target position to update frame by frame. The duration of this movement is calculated based on the Y-axis distance of the water from top to bottom.

[previewyoutube][/previewyoutube]

To enhance the visual experience, we applied Robert Penner’s Quart-Ease-In-Out easing function. This easing starts slowly, accelerates in the middle, and decelerates at the end, creating a natural and fluid camera movement.

As a result, the camera smoothly tracks the water’s flow, providing players with a seamless viewing experience.

Check out the code snippet implementing this logic below:

private IEnumerator MoveTopPointCoroutine()
{
float timeElapsed = 0f;
float adjustedT = 0f;
timeToFillWater = 0f;
targetPositionEndOffset = Vector3.zero;
timeToFillWater = CalculateTimeToFillWater();

float topEndOffset = CalculateDistance() - 20f;
float topEndPositionCurrentOffset = 0f;

while (timeElapsed < timeToFillWater)
{
adjustedT = Easing.Ease(easingEquation, timeElapsed / timeToFillWater, 0.0f, 1.0f, 1.0f);
topEndPositionCurrentOffset = Mathf.Lerp(0, topEndOffset, adjustedT);
targetPositionEndOffset.y = topEndPositionCurrentOffset;
timeElapsed += MyTime.deltaTime * 0.5f;
yield return new WaitForEndOfFrame();
}
targetPositionEndOffset.y = topEndOffset;
}


This new camera system not only adds polish to the cutscene but also helps players appreciate the fluid dynamics at play, making the entire experience more satisfying. We’re excited to see how this feature elevates the gameplay, and we can’t wait to hear your feedback. Stay tuned for more updates as we continue to refine the mechanics and visuals of our game!

Best regards,
Playdew Team

https://store.steampowered.com/app/1752540/Lost_Twins_II/

Devlog # 47 - Modular library asset

In our latest development update, we’re diving into the process behind our level-building approach and the tools we’ve crafted to streamline it. From a library of modular assets to precise layout techniques, our goal is to ensure each environment is visually cohesive and optimized for performance.

We’ve developed a modular asset library specifically for streamlined level building, with unique sets of assets tailored to each zone. Leveraging this asset library,we construct each area on a 1x1m grid—marked by green boxes—to maintain consistency and precise alignment. Using a kitbashing approach, we combined different assets to craft the desired layout, refining architectural details along the way. Once the layout is set,we added foundational lighting. We’re using baked lighting for optimal quality, with each block assigned a dedicated 1k lightmap to preserve detail and ensure high visual fidelity.


[previewyoutube][/previewyoutube]



Thanks for tuning into this devlog! Our level-building journey is all about refining each space to create an immersive and visually stunning experience. Stay connected for more updates as we continue crafting each unique zone. Feel free to share your thoughts and questions—we’d love to hear from you!

Best regards,
Playdew Team

https://store.steampowered.com/app/1752540/Lost_Twins_II/

Devlog # 46 - Introducing Co-op Mode

Hi guys! We’re thrilled to announce a major update to our game! Originally designed as a single-player experience, we’re now expanding into co-op gameplay. With two unique characters already at the core of our levels—each with their own abilities and challenges—it felt like a natural progression to explore the possibilities of cooperative play.

Why Co-op?
As we played through the game ourselves, the synergy between the two characters sparked an idea: what if players could work together, each controlling a character, to solve puzzles and tackle obstacles as a team? We wanted to create a fresh, collaborative experience that amplifies the sense of accomplishment and opens up opportunities for players to bond through teamwork. This shift brings a new dimension to the game, making it more dynamic and memorable as you share these moments with a friend.

The Challenges

Of course, introducing co-op mode hasn’t been without its hurdles! One of the biggest challenges was rethinking our level design to ensure cooperation is essential. We wanted to make sure that each character contributes meaningfully and that players must strategize together to overcome obstacles. We’ve also introduced new mechanics to foster communication and coordination, ensuring that teamwork is at the heart of this new mode.

What’s Next?
We’re currently in the testing phase, gathering feedback to fine-tune the co-op experience. Our primary goal is to make sure that co-op mode feels seamless, intuitive, and above all—fun! We’re dedicated to preserving the core essence of the game while giving players an exciting new way to play.

Stay tuned for more updates as we continue to develop this feature! We can’t wait for you and a friend to dive in and see how co-op mode transforms the game. Thanks for your continued support—it’s what keeps us going!

Best regards,
Playdew Team

https://store.steampowered.com/app/1752540/Lost_Twins_II/

Devlog # 45 - Level design Changes

Welcome to this week’s devlog! We’ve been hard at work refining key aspects of the game, particularly as we gear up for the launch. Our goal is to create a fun, immersive experience for both single-player and co-op players, and today we want to share an important update about a recent puzzle redesign that will do just that.

After an in-depth review of the game, we identified areas for improvement to ensure a more engaging and balanced experience. Our goal has always been to deliver top-quality gameplay, so we decided to redesign a key level to make it more interactive and enjoyable.

The Challenge: Ben’s limited involvement

One of the key issues we encountered was Ben's limited involvement in solving puzzles throughout the level, leaving most tasks to Abi. While this worked in single-player mode, it created an imbalance in co-op mode, where both players needed to rely on each character equally to progress.









Our Solution: Collaborative Puzzle Redesign

To address this, we completely reworked the puzzle mechanics. The portal, which was previously static on the ground, is now positioned on a moving platform. This platform’s movement is controlled by two pressure buttons that require both characters to work together. The only way to lower the platform and access the portal is through coordinated efforts between Ben and Abi.

After several brainstorming sessions and strategic adjustments, we successfully freed Ben from his stationary role, allowing players to utilize both characters in tandem to solve puzzles. This redesign not only creates a more engaging experience but also enhances the teamwork dynamic that co-op mode thrives on.







We’re excited about these changes and can’t wait for players to experience the new dynamic between Ben and Abi. Your feedback has been invaluable in helping us create a more balanced and engaging game, so keep sharing your thoughts. Stay tuned for more updates in the coming weeks as we continue to make improvements!

Best regards,
Playdew Team

https://store.steampowered.com/app/1752540/Lost_Twins_II/

Devlog # 44 - Creating the Skybox and Clouds for the Trailer Scene

Welcome to our latest devlog! Today, we’re excited to dive into the creative and technical process behind crafting the cloudscapes that set the atmospheric tone in our trailer. From initial design to final integration, we leveraged a combination of art and code to create a dynamic sky environment that enhances the visual storytelling of our game.

To bring our clouds to life, we started by designing various cloud shapes in Photoshop, ensuring they had transparent backgrounds for seamless integration. These cloud images were then placed on 2D planes within our game engine, utilizing a technique known as the "billboard effect." This method ensures that the clouds always face the camera, creating the illusion of depth while keeping the geometry lightweight. By implementing a custom script, we guaranteed that the clouds would consistently orient toward the viewer, achieving a sense of depth without compromising performance—crucial for maintaining smooth real-time rendering in our trailer.



A key element in achieving the desired aesthetic was our shader control. By fine-tuning parameters like brightness, rotation, and saturation, we crafted a cloud effect reminiscent of HDR photography. This approach allowed us to imbue the scene with a soft, ambient quality, adapting the clouds to different lighting conditions and moods effortlessly. Our experimentation with varying levels of translucency enabled us to create a range of cloud types, from soft and fluffy to dense and stormy, adding depth and versatility to our environments.



In addition to the clouds, we hand-painted soft fog elements and applied subtle shader animations to them. This technique gave the fog a gentle, animated presence, ensuring it never felt static or out of place.



The final touch was the seamless integration of our skybox with the 2D cloud planes, resulting in a cohesive and immersive sky environment. This careful blending enhanced the overall visual impact of the trailer's background, allowing us to push the boundaries of what's possible with relatively simple techniques to achieve high-quality results. The process was both fun and creatively fulfilling, and we're thrilled with the atmospheric depth we've added to our scenes.

[previewyoutube][/previewyoutube]

We're incredibly proud of the end result we've created, a vital element in conveying the mood and atmosphere of our game. As we continue to refine and expand our visual toolkit, we’re excited to see how these techniques will further enhance our worlds. Stay tuned for more updates as we push the boundaries of what's possible with our visuals!

Best regards,
Playdew Team

https://store.steampowered.com/app/1752540/Lost_Twins_II/