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Lost Twins 2 News

Devlog #58 - Dynamic audio for the gate

Hey Adventurers!
We're back with another exciting devlog! This time, we’re diving deep into the dynamic audio implementation for an interactive element—the Collapsible Gate. Get ready to explore how sound enhances immersion and gameplay!

How the Collapsible Gate Works
The Collapsible Gate is designed as a dynamic obstacle that blocks the player's path until they interact with a button. When the gate is closed, only debris remains on the ground, representing the collapsed structure. Once the gate is opened, the debris reverses its motion, seemingly reconstructing itself into an energy force field that maintains the active state of the gate. Players must press the button to collapse the gate, clearing their way forward.

The Audio Challenge
To create a compelling and immersive experience, we needed to craft an audio system that responded dynamically to the player’s interaction. The challenge was to seamlessly integrate two key sound elements:
  1. Debris movement (falling and reversing to its original state)
  2. Force field activation and deactivation

Our talented sound engineer meticulously designed sound effects for the debris and force field, ensuring a realistic and impactful auditory experience. However, we aimed for more than just great sound—we wanted real-time responsiveness, making audio a living part of the gameplay.

[previewyoutube][/previewyoutube]

Making the Audio Dynamic
To achieve this, we developed a value-based system through programming logic that dynamically adjusts sound effects depending on how the player interacts with the button. The button press state determines which sounds play and when.

1. Quick Button Tap (Minimal Interaction):

If the player briefly steps on the button (e.g., just passing over it), the press value moves from 0 to around 0.3.
In this case, we only play the force field deactivating sound, followed by a subtle force field reactivation as the button resets to its default state.
The debris collapse sound does not play, since the gate does not fully deactivate.


2. Full Button Press (Gate Fully Collapses):

If the player stands on the button or places an object on it, the press value reaches 1.0.
The force field fully deactivates, and after a calculated delay, the debris collapse sound plays, syncing perfectly with the animation of debris hitting the ground.
This approach ensures that the audio matches the visual representation of the collapsing gate, creating a seamless experience.


3. Quick Re-entry (Button Press Interrupted):

If the player steps off the button and quickly steps back on, the press value moves from 1.0 to around 0.7.
Instead of replaying the full collapse sequence, the system plays only the force field activation followed by deactivation sound, skipping the debris reverse.
This prevents audio clutter and maintains a natural flow, avoiding unnecessary repetition of sounds.

[previewyoutube][/previewyoutube]

Why This Approach Works
By implementing a value-based dependency system, we ensure that the Collapsible Gate's audio adapts fluidly to player interaction. This provides us with several advantages:

  • Increased flexibility – If we adjust the speed of the gate’s activation or deactivation during development, the audio system adapts automatically without requiring changes from the sound engineer.
  • More natural audio transitions – Sound effects are no longer rigidly tied to fixed animations but instead respond to real-time player actions.
  • Optimized performance – By eliminating redundant audio triggers, we reduce unnecessary processing overhead, ensuring smooth performance.


Thank you for your continued support! We’re excited to keep pushing the boundaries of immersive gameplay. Stay tuned for more updates, and don’t forget to follow us on social media!
See you in the next Devlog!

Best Regards,
The Playdew Team

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

Devlog #57 - Characters swimming animations

Hey everyone, and welcome to this week’s devlog! Today, we’re diving into the process of creating swimming animations for Ben. Since our previous animations were focused on ground movement and jumping, adding underwater mechanics brought forward animations for swimming for the characters.

For our water levels, we needed to create swimming animations that felt smooth and natural. Since this was our first time animating underwater movement, we started by gathering references of real swimming motions to ensure accuracy.

Ben and Abi were rigged in Spine 2D using bones and IK controls, allowing for flexible movement. We created four main swimming animations:

  • Swim Idle – The character treads water in place.
  • Swim on Water Surface – A movement animation for floating and swimming at the top of the water.
  • Swim Underwater – A deeper swimming motion for submerged movement.
  • Pushing a Box in Water – A unique animation for interacting with objects underwater.


[previewyoutube][/previewyoutube]

Each animation was designed in loops, using different frame sizes to maintain fluidity while keeping the maximum frame size under 100.

One of the biggest challenges was ensuring a seamless transition when the character jumped into the water. Initially, we noticed a slight jerk when switching from a running pose to a swimming pose. We resolved this by using Unity’s animation mixing feature to create a smoother blend between the animations.

Aligning the character’s hands with the box edges was another tricky task. The arm and hand positions needed to match the box’s movement precisely. To solve this, we repeatedly tested the animation, taking screenshots of the box in Unity and importing them into Spine. This allowed us to fine-tune the arm rotation and positioning for a more natural interaction.

Since our past animations focused only on ground and air movement, implementing swimming mechanics was an exciting new challenge. Through careful planning, testing, and iteration, we successfully brought Ben and Abi’s underwater animations to life. We can't wait for players to experience them in action!

Thanks for following along, and stay tuned for more updates!

Best regards,
Playdew Team

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

Devlog #56 - Designing couch co-op

Hi guys!
We’re back with another exciting update on Lost Twins 2! And this time, we’re diving into a feature that many of you have been asking for—couch co-op!

Now, you and a friend can team up, solve puzzles together, and explore the whimsical world of lost and found as a duo. But making co-op a reality wasn’t as simple as flipping a switch. It was a journey filled with challenges, surprises, and plenty of learning moments. So, how did we bring this feature to life? Let’s take you behind the scenes and share the story of how Lost Twins 2 became an adventure best shared!

From Solo to Co-Op: A Structural Overhaul
When we first set out to build Lost Twins 2, it was designed entirely as a single-player experience. The puzzles, progression, and core mechanics were all built with one player in mind, guiding them through levels in a carefully crafted, linear fashion. But as we brainstormed ways to make the experience even more engaging, one idea kept coming up—couch co-op. And let’s be honest, solving puzzles is always more fun with a friend!

Turning this vision into reality, however, meant reworking the game’s very foundation. We had to redesign core mechanics, rethink puzzle interactions, and adjust level structures to ensure a seamless two-player experience. Every element was put under the microscope to make sure co-op gameplay felt just as intuitive and rewarding as solo play.

Early on, we experimented with both characters moving using the same controls—leading to some hilarious (and chaotic) moments! While the overhaul was no small feat, it opened up new creative possibilities that we hadn’t initially considered, making the game richer and more dynamic than ever.

[previewyoutube][/previewyoutube]

Old-School Co-Op Controls: A Nostalgic Touch
To make co-op accessible to as many players as possible, we embraced a classic approach to controls. Players can share a single keyboard, with one using WASD and the other using Arrow keys—a setup that brings back memories of old-school co-op games and adds an extra layer of teamwork (and friendly chaos!).

During development, our team had countless laughs testing this setup. Watching teammates huddle around a single keyboard, debating over puzzle solutions and navigating tricky sections together, perfectly captured the collaborative and sometimes chaotic spirit of co-op play.

[previewyoutube][/previewyoutube]

Seamless Switching: From Co-Op to Solo and Back
One of the most exciting features we implemented is the ability to seamlessly switch between co-op and single-player modes within a level. We didn’t want players to restart just to experience both modes—so whether a friend joins mid-session or steps away, you can switch on the fly!

This feature came with its own set of challenges, from ensuring puzzles remained solvable to handling smooth camera transitions. But after extensive testing, we’re thrilled with how natural and intuitive the experience feels.

[previewyoutube][/previewyoutube]

Bringing couch co-op to Lost Twins 2 has been an incredible journey. It’s added a whole new dimension to the game—where collaboration and communication are just as important as clever thinking. Watching players laugh, argue, and celebrate victories together has been the ultimate reward for all our hard work.

We can’t wait for you to grab a friend, partner, or sibling and experience the joy of playing together. Whether you’re solving puzzles side by side or seamlessly switching between solo and co-op, we hope this feature brings you as much fun as it brought us during development!

Thank you for your continued support—see you next week!

Best regards ,
Playdew Team

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

Devlog # 55 - Water movement inside a piece

Hi guys!

In the previous devlog, we shared insights into the intricate mechanics of water flow. This time we delved deeper into the evolution of these mechanics by introducing a new functionality that empowered players to manipulate water movement between specific points within a piece. This enhancement not only elevated the gameplay experience but also encouraged players to engage in creative problem-solving as they navigated through the puzzles.

The newly implemented feature allowed players to direct the flow of water in both horizontal and vertical dimensions. This dual-directional movement was contingent upon the initial movement direction set for the water, providing players with a broader range of strategic options. The ability to control water flow in multiple directions significantly increased the complexity of the puzzles, challenging players to think outside the box and devise innovative solutions to advance through the game.

To facilitate this functionality, the development team defined two Vector3 variables: one to store the water's current position and another to hold its target position. This decision was crucial in enabling smooth transitions as the water moved across the game environment. When a player pressed the pressure button, the MoveTowards function was activated. This function was designed to guide the water from its current position to the designated target position, which was predefined in the inspector. This setup ensured that the movement was not only fluid but also predictable, allowing players to plan their actions with confidence.

The code snippet below illustrates how the movement was executed:
if (canChangePosition)
transform.position = Vector3.MoveTowards(transform.position, wantedPosition + myPieceHoverGroup.position, MyTime.deltaTime * speed);

Upon releasing the pressure button, the water return to its original position, providing a satisfying feedback loop for players. This return mechanism ensured that players could experiment with water movement without fear of permanently altering the game environment, thus fostering a sense of exploration and creativity. The design choice to revert the water's position reinforced the idea that the puzzles were designed to be solved through trial and error, encouraging players to learn from their mistakes and refine their strategies.

The use of the Vector3 type for the wantedPosition variable was particularly significant, as it allowed for adjustments to both the X and Y values. This flexibility meant that players could effectively control the water's movement in either direction, whether they aimed to navigate the water horizontally across the screen or vertically up and down.

Here’s a video to visualize this new functionality in action:

[previewyoutube][/previewyoutube]

See you next time!

Best regards,
Playdew Team

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

Devlog # 54 - Water mechanics (Simulating Water Flow Between Connected Pieces)

Hi guys! Welcome to today’s devlog. Today we dive into a fascinating mechanic: simulating water flow between two connected pieces. It's always exciting to explore how programming can mimic the behavior of natural phenomena, like water levels rising and falling. In this post, the team will take you through the process of developing a dynamic water flow system that reacts autonomously, adding a realistic touch to the game environment.

To create this effect, the team first set the pivot point of the water prefab to its center bottom. This positioning ensures that when the water is scaled, it appears to be filling up or emptying out realistically. The next step was defining two levels for the water: maximum and minimum. The maximum level represents the current water level for each piece, while the minimum level indicates the empty state.

The flow mechanism comes into play when there are two distinct water pieces: one at its full state (maximum) and the other at its empty state. A variable called `wantedScale` is used to control the water's state. When the `wantedScale` value is 0, the water’s Y scale is interpolated from its maximum value to 0, using Unity’s Update function as shown below:

if (canChangeScale && !isWaterFlowPaused && IsRequiredPieceConnected || (!isPieceDependent && !isWaterFlowPaused))
{
pondVisual.localScale = Vector3.MoveTowards(pondVisual.localScale, wantedScale, MyTime.deltaTime * scalingSpeed);
}


This interpolation effect creates the illusion of the water gradually rising or falling, based on the scaling speed. Once the value reaches 0, the water state transitions to empty, and the other piece begins to fill up with water. The two water pieces operate independently, responding only to their current state.

[previewyoutube][/previewyoutube]

For the flow sequence to begin, the correct piece must be connected to the current piece. If an incorrect piece is connected, the water flow will not initiate, ensuring the mechanic behaves as expected only under the right conditions.

And that’s a wrap on today’s devlog! By using this system, the team was able to replicate the natural behavior of water flow, which adds a layer of immersion to the game world. It's always exciting to bring these mechanics to life, and the team looks forward to refining this feature further.

Stay tuned for more updates, and as always, keep experimenting with dynamic systems in your own projects!

Best regards,
Playdew team

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