Hey, it’s been a while!
We wanted to write this small post to tell you what we’ve been up to these past few months. We didn’t gave you much news but we worked hard! Here is the new trailer to give you a foretaste:
As you may (or may not) know, we’re students and FLUX is our graduation project . During the first semester, we had to create a toy, a system with no explicit objectives but with some tension though. It was the very basis of FLUX we made for this. During the second semester, the objective was to make it evolve into a game, and that’s what we’ve been up to lately.
THE GAME'S EVOLUTION
Some new stuff has been implemented. First, there’s the “feed” mechanic. In earlier versions, the only interaction you could have with a bag (those big round things with creatures in it) was to make it pop. We wanted to let you do more than just wait for another bag to spawn to get new creatures in your networks. Therefore we allowed to send creatures directly into the bag to feed it. Once it’s full, up to two new bags spawn around the first. With this you can create farms, optimize and automate the accumulation of creatures, or you can decide to pop them all at once to create a firework effect and maybe discover something else…
This something else is another feature we added into the game during these past few months. We call it “Pixie”. Pixies are creatures that will spawn when you do specific actions such as popping multiple bags in a short time. They appear next to your network and wander around it, avoiding any contact with fluxes or nodes. It cannot cross fluxes and will also flee if there are too much creatures around it.
However, if you manage to catch one, i.e by drawing a loop around it, you will be able to transfer energy to it by putting creatures in motion around it (just like you do to pop a bag). The Pixie will create a weird zone around itself, expanding as it gets more energy. In this zone, creatures change their behavior.
For example, the “Curve Pixie” as we call it, will create a zone in which creatures describe large curves around angles in your network instead of following the fluxes in straight lines, breaking the rectilinear aesthetics of the game.
One more thing we added is the possibility to change the theme color and visual effects in the game. For now, it’s just a menu in which you can choose whatever parameters you like, but in the end we want these variations to be unlocked when you do specific actions or reach specific states in the game.
WHAT'S NEXT ?
For now, there is only one pixie implemented in the game, and we’re working on integrating a few more. They will have other aspects, other effects and will need other specific actions to spawn. But we’ll let you discover them by yourself! 😉
Also, we want to improve the sensation of progression in the game, so you’ll be able to go further and discover more stuff by experimenting. For this purpose, we will be adding more interactions and discoveries to trigger between the existing elements and add more of those elements. We also planned to add an achievement tree that will tease you on the potential discoveries you can do.
And, last in list but not least, we’ll keep working on optimization. We already spent a lot of time for this lately, allowing for up to 1000 creatures without too much loss of performance (from 100 initially), but there is still a big amount of work to do on this so you can play and enjoy the game at 60 fps.
ITCH.IO RELEASE, EVENTS INCOMMING
Earlier this week, we released a demo of FLUX on Itch.io! We are so excited to make the game available to people, don’t hesitate to leave a comment and tell us your impressions!
Also, if you are near Paris next week, we will showcase FLUX at the Cité des Sciences et de l’Industrie on June, 30th during the Hits Playtime Exhibition! Come and see us!
That’s it for today, see you around!