Comfort and Sim-Sickness In finalising the VR version of Sublevel Zero Redux, we’ve done extensive research and development into comfort. Sublevel Zero is a perfect case study for sim-sickness – a game where players move and rotate freely in all directions, often with no well-defined up or down orientation, at high speed, while dealing with…
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As you probably know, Sublevel Zero is being re-launched as Sublevel Zero Redux on July 13th, with full VR support and a huge free expansion, on Steam, Oculus, GoG and Humble. We wanted to take players through the tricky, convoluted, and much-delayed story of its development. As has been discussed many times, the game began…
Read MoreHi everyone! This weekend (June 23-25) we (Luke and Gary) participated in Jamchester 2017 – the second annual incarnation of the UK’s largest professional game jam. With the help of composer / sound designer Richard Evans, over the 40 hours of the jam we created a mindbending local multiplayer game called SYNCHROCIDE. Two players control…
Read MoreIf there’s one central design principle in Sublevel Zero (apart from shooting evil robots until they die), it’s making everything matter. Wait, that should look more important. Here we go: “Making Everything Matter™” Our aim is for Sublevel Zero to be more than just a run-and-gun experience. While the combat is fast paced and skill-based,…
Read MoreWe’ve intended for a while to start a regular[1] (on an irregular basis) devlog to share the process of making Sublevel Zero. It’s going to be a mix of thoughts, updates and longer pieces going into detail about particular aspects of the game. This is one of those. Sublevel Zero has three broad types of…
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