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Lost Twins 2 News

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/

Devlog #43 - Setting up Trailer Scene

Welcome to our latest game development progress! In this devlog, we'll take you through the creative and technical steps in making our trailer scene. From the initial storyboard to the final touches in Unity, each stage of the process has been crucial in crafting the immersive experience we envision.

Storyboard and Concept Art

Our journey began with the storyboard, which laid the foundation for the trailer scene. This initial step was crucial for mapping out the sequence of events and setting the tone for the visual narrative. From there, we moved on to concept art, where we visualized the look and feel of the final scene. This stage was essential for refining the overall aesthetic and ensuring that every element aligned with our creative vision.



Base Models and Blockout Animation

Once the concepts were finalized, we transitioned to creating base 3D models. These models were the building blocks for our scene and helped establish scale and proportions. Afterward, we imported them into Unity to test basic camera movements and animations. This blockout phase allowed us to refine the scene’s flow and make adjustments early in the process. Once we were satisfied with the animation and layout, we proceeded to more detailed modeling.

3D Modeling

For the final models, we focused on sculpting and texturing. Using ZBrush, I sculpted intricate details to bring the environment and characters to life. After sculpting, I created low-poly versions of the models and baked the high-resolution details into normal maps using Substance Painter. Texturing was a key part of this process, as it allowed us to match the models closely with our concept art. These fully detailed and textured models were then integrated back into Unity, replacing the blockout versions.



Lighting and Skybox

The lighting setup was designed to enhance the mood and guide the player's focus. We used a combination of spotlights and point lights to highlight key areas of the scene. The skybox played a dual role: not only did it serve as the backdrop, but it also contributed to the ambient lighting, enriching the atmosphere. I created the skybox using a custom cubemap in Photoshop and incorporated Shader tools in Unity to dynamically adjust the sky's color as needed.



After all the hard work, the scene came together beautifully, with the detailed models, dynamic lighting, and custom skybox creating an immersive atmosphere.





That wraps up our devlog for today! We’re thrilled with how this scene is shaping up and can’t wait to show you more as development continues. If you have any questions or feedback, feel free to drop a comment—we’d love to hear your thoughts. Stay tuned for more updates, and thanks for joining us on this journey!

Best regards,
Playdew Team

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

Devlog #42 - Magical Fire Effect

Hey everyone! Today, we're excited to share our progress on creating a magical fire effect for our phoenix. In many movies and games, “magical fire” refers to a fire with supernatural or enchanted properties. Unlike ordinary fire, magical fire might exhibit unusual colors, produce no heat, or possess unique abilities such as creating illusions or serving as a portal to another realm.

For our project, we aimed to capture the essence of the phoenix's lore, where it emerges majestically from the ashes of its predecessor. Using the Unity Particle System and a custom phoenix mesh, we set out to craft an effect that not only looks visually stunning but also embodies the mystical rebirth of the phoenix. Here's how we did it!

We used the Unity Particle System to achieve the effect. To simulate the fire-like effect, we adjusted various properties of the particle system, including Emission, Size over Lifetime, Color over Lifetime, Simulation Speed, Gravity Modifier, and more.

To form the shape of the phoenix, we created a phoenix mesh in Maya and applied it to the Renderer property of the Particle System. After tweaking the values for each component, we produced this stunning magical fire effect.

[previewyoutube][/previewyoutube]

This effect adds a layer of enchantment and depth to our project, and we can't wait for you all to experience it in the game. As always, we appreciate your support and feedback. Stay tuned for more updates as we continue to develop and enhance our game!

Best regards,
Playdew

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

Devlog #41 -Enchanted Forest Zones Modules

Welcome back to our devlog! Today, we’re excited to share our process for creating the unique zone shapes that form the backbone of our game environments. From initial sketches to the final assembly in Unity, we'll walk you through the steps we take to bring our interior and exterior designs to life.

Concept Art:

Creating a unique and stunning environment starts with concept art. We gather a variety of references to inspire the design, then create something distinct. The process begins with quick sketches to visualize the exterior and interior. After finalizing the concept art, we break down the shapes into modular components, making it easier to manage during the modeling phase.









Modeling:

Using 3ds Max, we begin the modeling phase by quickly blocking out the required modules. This initial blocking phase is crucial as it helps establish the basic structure and scale of the environment. By focusing on modular design, we can create individual pieces that can be easily repeated and combined in various ways to construct the entire environment. This approach not only ensures consistency and efficiency but also allows for greater flexibility in design.








Texturing:

For the texturing phase, we utilize Substance Painter, a powerful tool that allows for detailed and realistic texture creation. This software enables painting directly onto the 3D models, giving precise control over the appearance of each surface. The process begins with creating base materials, such as wood, metal, or stone, which are then applied to the models.

One of the key techniques we employed was baking unlit lighting into the textures. By doing this, we could achieve a more realistic and visually appealing look without relying solely on real-time lighting, which can be computationally expensive.

Unity Setup:

With the level design as guide, we carefully assemble each module into its designated place within Unity. This step involves positioning and orienting the modular pieces to construct a coherent and visually appealing environment. The modular approach allows for quick adjustments and iterations, ensuring the layout aligns perfectly with the intended design.

Once the modules are in place, we move on to lighting the scene. Lighting plays a crucial role in setting the mood and enhancing the overall atmosphere of the environment. We used a combination of directional light and point lights to achieve the desired effect. By carefully balancing these lighting elements, we could create a realistic and immersive atmosphere that enhances the player's experience.

Thank you for following along with our devlog! We hope you found this behind-the-scenes look at our development process insightful and inspiring. Stay tuned for more updates!

Best regards,
Playdew Team

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