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Lost Twins 2 News

Devlog #25 : Introducing puzzle element - Bouncy Football

Welcome to the latest installment of our development diary! In this devlog, we're diving deep into one of the most exciting puzzle elements we've introduced in our ToyZone—the Bouncy Football. If you're familiar with our Boulder element, you'll find some intriguing similarities and a few exciting differences. You can revisit our blog on the Boulder element here for a quick refresher. So, grab a seat, and let's bounce right into it!

Much like the Boulder, the Bouncy Football serves multiple purposes within our game world. Players can use it to block pathways, drag it around, and even use it as a platform for reaching higher places or activating buttons to advance in the game. However, the key distinction lies in its physics. Not only did we design the Bouncy Football to complement the ToyZone's aesthetics, but we also made sure it presented a unique challenge for both our players and us as developers.

The Bouncy Football lives up to its name with physics that keep you on your toes. It's lightweight and, well, bouncy, making it quite a challenge to control precisely. Players must act swiftly, timing their jumps just right to hop aboard before the ball rolls off or takes an unexpected tumble. This dynamic adds a thrilling fast-paced element to the gameplay that keeps everyone on their toes.


[previewyoutube]https://youtu.be/XDczgNbKvKs[/previewyoutube]


To achieve this bouncy behavior, we adjusted the physics material's 'Bounciness' parameter to 0.6, fine-tuning both dynamic and static friction to get the feel just right. However, creating this playful physics experience required more than simple parameter tweaks. We had to implement additional checks and constraints in our code to ensure the physics remained manageable. By carefully clamping the velocity and position of the Bouncy Football within certain bounds, we maintained control over its behavior, even with relatively low solver iterations to optimize performance.

[previewyoutube]https://youtu.be/-sWUvpSId_s
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The Bouncy Football has been an exciting addition to our ToyZone, and we can't wait for you to experience it firsthand. Stay tuned for more behind-the-scenes looks, exciting reveals, and game development insights as we continue to work on crafting an unforgettable gaming experience.

Thank you for being a part of our journey. Until next time, keep gaming and keep bouncing!


Best Regards,
Playdew team

Devlog #24 : Introducing puzzle element - Airstream

Let's dive into an exciting addition we've made to toyzone – the Airstream. As soon as a player steps into its captivating realm, they're whisked away, soaring through the air in the direction of a powerful airstream. These airstreams are conjured by none other than our trusty fans. However, activating these fans requires a bit of a scavenger hunt – players must hunt down scattered batteries and fit them into the fan's battery container. Once that's accomplished, it's a simple button press from any character to ignite the fan and set the airstream in motion. It's not just a mode of transportation; it's a thrilling way to reach previously unreachable areas within the game level.

[previewyoutube][/previewyoutube]

Each level features a unique airstream shape. To achieve this, we harnessed the power of Catmull-Rom splines. First, we outlined the basic points in our editor to define the desired shape, and from there, we generated a mesh along that spline. Then came the meticulous task of mapping UVs to match the length of the curved mesh. The final touch involved manipulating these UVs along the path to create the illusion of a continuous gust of wind emerging from the fan.

When it comes to the physics behind the Airstream, we didn't cut any corners. Alongside the mesh generation, we meticulously placed small cube trigger colliders along the airstream's path. The moment a player makes contact with one of these triggers, they enter a unique "flying mode" within the airstream. We diligently track the current collider index and apply force to the player's rigidbody to propel them from one collider to the next, creating a seamless flying experience. This exhilarating journey continues until the player reaches the final collider, at which point we gracefully transition back to the normal physics engine, complete with gravity.



We hope you're as thrilled about this exciting addition as we are. The Airstream not only enriches gameplay but also showcases the attention to detail and innovation we're pouring into our toyzone. Get ready to take flight and explore new horizons in our world!

Thank you for your ongoing support, and stay tuned for more exciting updates.

Best regards,
Playdew team

Devlog#23 - Audio FMOD implementation

Greetings, adventurers! Today, prepare to be enchanted as we delve deep into the mesmerizing realm of immersive Audio System Design, where magic meets technology in Lost Twins 2.


We started working on Audio Design with a clear goal: to create an experience where users are not just players, but explorers of different areas. Each area has its own feelings, music, and the strong impact of every sound that's a part of that place.

Our first big task was to make sure that the music in the game matched well in all the different levels of a single area. We wanted the music to be special for each level, but also fit nicely together for the whole area. So, we came up with lots of different musical parts that were made to match the feelings of each level and the challenges they had. The outcome? A beautiful mix of music that shows the differences in each level while keeping the main feeling of the whole area.

[previewyoutube][/previewyoutube]


But our work didn't stop with music. We wanted to make the game even more immersive. We focused on creating background sounds that really showed the feeling of each place. Our aim was big: we wanted these sounds to make players feel like they were really inside the game world, not just playing a game.

The challenge was how to smoothly move players from one set of sounds to another, matching the quick changes in the game. Our solution was an impressive 3D audio system. This system made the outdoor sounds feel huge and the indoor sounds feel cozy, and it let sounds from different directions reach players' ears just like they would in real life. This way, players could hear the outside world softly even when they were deep inside the game.

[previewyoutube][/previewyoutube]

In this magical world, everything has a story, and every time you do something, it's like a part of a story. We started thinking about the sounds that happen when you do things in the game. Like when a box falls softly or a big rock hits glass loudly – these became like the songs of the game. We wanted players to not just see these things but to feel them too. So, we made a really cool way of hearing these sounds. It's like the sounds come from different places around you, and it makes every little sound, like a box falling or something crashing, feel like it's happening right next to you.

[previewyoutube][/previewyoutube]

Our world is made up of many different surfaces, each telling its own story as characters walk on them or things touch them. To make the game world feel even more real, we used sound to make footsteps and interactions feel lifelike. This resulted in a wonderful sound experience that turns every step and every touch into a special sound, making the game feel even more exciting and real.

[previewyoutube][/previewyoutube]

With deepest gratitude for your unwavering support, we stand at the threshold of another chapter, eager to unveil more enchantments. Join us again next week on our journey of creation and wonderment. Stay attuned to our chronicles on social media and be a part of our ever-growing saga!

Until then, let the echoes of our shared exploration resonate within you. Farewell, and may your every step be accompanied by the sweet melody of anticipation.

Best Regards,
The Playdew Team

Devlog#22: Introducing Puzzle Element - Breakable Wall

Greetings! We're thrilled to unveil the creative process that birthed one of our most exhilarating features - a breakwall wall. We engaged in a brainstorming session to connect a feature with the electric car. As ideas sparkled and imagination flowed, we birthed a game-changing concept: crafting a wall that yielded to the electric car's might, breaking upon impact and unlocking new pathways for our characters, making traversing the obstacle-laden terrain an essential part of the adventure.


Key Features:

1. The breakable wall must only shatter upon the car's collision. The wall has been meticulously designed to shatter upon the exact point of impact with the electric car, granting players a satisfying and realistic experience.

2. Locate an electric car within the level and utilize it to demolish the wall. The player has to make their way through the level and bring the two objects together to solve this puzzle, maneuvering the electric car to orchestrate a collision that cracks the wall.

Visual:

We went through a bunch of ideas to figure out exactly how this wall should look. In terms of visual presentation, our aim was to depict the idea using stone fragments that appear as a cohesive wall when assembled. Each individual stone mesh was given an outline to enhance its visual attractiveness.



Our team of artists constructed a wall using numerous stone meshes, skillfully combined to create the illusion of a wall that can be broken. To emphasize the impact upon collision with the car, we divided all meshes into three distinct sections. As the impact would originate from the center, we organized the meshes into a single parent for the central portion, while the left and right meshes were placed under separate parents.


Physics Mechanics:

For each stone mesh, we've affixed both a Unity built-in rigidbody and a mesh collider. Before the collision effect takes place, we've adjusted the isKinematic attribute to true. Additionally, a box collider corresponding to the wall's height has been created and properly positioned at its center.

To identify impacts, we've harnessed Unity's built-in OnCollisionEnter function. This function detects collisions and triggers our own functions for wall destruction if the colliding element is identified as an electric car, based on its layer assignment.



Wall Destruction:

Upon the wall's demolition, our initial action involves resetting the isKinematic attribute to false, thereby enabling the operation of all relevant physics principles. Subsequently, a force is applied to the stone meshes positioned at the center, aligned with the car's motion trajectory.


To make it more realistic, we've also applied torque on these stone meshes, introducing a randomized rotation effect. Following the collision, a gradual fading effect is applied to the stone meshes, culminating in the complete removal of the wall from the scene.

Feast your eyes on our captivating video that beautifully encapsulates this gameplay wonder in action.

[previewyoutube][/previewyoutube]

Stay tuned for more updates

Best regards,
Playdew team

Dev log #21 - Designing & Developing UI

Greetings, fellow adventurers! Today, we embark on an exhilarating expedition into the heart of UI/UX design and development, unearthing the treasures that await both in-game interactions and menu experiences within our forthcoming masterpiece.


Our journey into UI design began with a clear vision in mind – a harmonious convergence of functionality and elegance, all wrapped within the embrace of minimalistic aesthetics. A touch of innovation adds a delightful twist – instead of the customary Main Menu, we welcome you to our dynamic Home screen, a living nexus pulsating with uncharted possibilities and immersive engagements.

[previewyoutube][/previewyoutube]

Accessibility has been a cornerstone of our design philosophy. We've painstakingly crafted an
interface that's harmoniously navigable using a keyboard or controller, with the mouse taking a
backseat. This choice empowers players to effortlessly immerse themselves in our world, regardless of their preferred input medium. But this is merely the beginning of our creative journey.

[previewyoutube][/previewyoutube]

Consistency is the lifeblood of an exceptional UI, and our game is no exception. To seamlessly
blend the UI with the gameplay experience, we've woven the concept of 'wisps' into our design
language. These ethereal beings serve as both creators and concealers of our UI elements,
further immersing players into the game's mystique.

Smooth animations are the secret ingredient that elevates our UI from functional to delightful. By
striking a balance between fluidity and speed, we've ensured that interacting with UI elements is
a seamless experience. No more waiting on tedious animations to finish before tweaking
settings or interacting with the UI HUD – we're all about keeping the frustration at bay.

Transitioning to mobile devices required innovation. Each control was meticulously optimized for
touch interaction, without compromising the immersive gameplay our users deserve. It was a
brainstorming journey where every tap and swipe was scrutinized to harmonize with the mobile
experience, maintaining the magic intact.

[previewyoutube][/previewyoutube]

Thank you for your continued support, and we'll see you next week!
Keep following us on social media!
See you next week!

Best Regards,
Playdew Team