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Lost Twins 2 News

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

Devlog#4: Puzzle Concept

Coming up with the puzzles for Lost twins 2 was exciting, as well as challenging. We were looking for a game which will challenge players. The idea was to navigate through a world of interconnected blocks that could be shuffled around to reach different parts of the environment. Hence, we started off with dividing the game world into blocks, which can be shuffled and matched to create new paths and obstacles. Each block has a unique design and function, ranging from basic platforms to complex puzzles that can be activated with the right combination of movements.

Here’s a look at how we started with making the puzzles. We divided the levels into 3 blocks and placed platforms and other elements for a prototype design



Creating some levels initially, we playtested them to see if it was what we were looking for. We got a lot of feedback and some fun ideas to try out. To make things even more interesting, we decided to add the feature of character switching. The players were now able to switch between their two characters at any time which added more of a challenge and difficulty to these puzzles as they had to rely on both characters to help each other navigate through the levels. For example, one character might need to activate a switch to open a door, while the other must quickly move through the newly-opened path before it closes again.

After considering all the features we wanted to include, we decided to add a zooming function to the puzzle game. This new feature allowed players to shuffle the blocks while in the zoomout view, and then zoom in for a closer look at individual blocks to solve the puzzle. By incorporating this zooming function, players could better manipulate the blocks and gain a more precise view of the puzzle.

Overall, we believe that this puzzle game concept offers a unique and engaging experience for players who enjoy challenges that require both strategy and skill. We are excited to continue developing this game, and can't wait to see how players respond to its innovative gameplay mechanics. Stay tuned for more updates on our progress!

Best Regards,
Playdew Team