Update...
No real new pix or anything to show. Just wanted to give some information.
Dead Cell is still going through testing. It becomes clear to me every time I run through it how impossible it would have ever been to have this released in 6 weeks. Testing Testing Testing. The thing about Dead Cell is, the simple idea I had for it was Sequence Breaking. I've mentioned this before when I was promoting this for the Speedmapping contest. But I don't think I've actually embellished.
Sequence Breaking is a term I picked up in my years of playing the Metroid platformers (Super Metroid, Metroid Zero Mission, Metroid Fusion, ect) and Castlevania games. It's a common concept in these types of games, and Dead Cell is heavily influenced by my fondness for them. In these games you have an area (or areas) to explore and new passages become available to you the more you increase your inventory/skillsets. Naturally, there is the direct way to play these games and then there is the indirect way, where you "break" the sequence by finding hidden passages and other ways to get around the game from different directions. And if you're clever enough you might find a way to accomplish this even when you're not supposed to. Going to different areas before you're meant to, fighting harder bosses before earlier, easier bosses, ect. It all works rather seamlessly in these games and I was trying to find a way to implement it in Dead Cell. With RD I've had practice at this, but with Dead Cell I had to start from scratch.
I'll give you a rundown of things I'm currently working on;
-Bug Hunting
-Sequence Testing
-Plotting alternate enemy placements (for broken sequences)
-Balancing new features (Bleeding, updgrading, melee ect.)
-Pawn testing
I'm trying to get it all set up so the player can be creative in how they approach Dead Cell. There's an obvious way to travel but then again there's few restrictions on
when to go down those routes, and how. Technically speaking, you can fight any of your other cellmates at any time, with as little or as much inventory that you manage to pick up for each task. And depending on who you face first, your other enemies will have time to traverse Dead Cell themselves and rearm themselves differently. Once a cellmate is killed, their weapon becomes available to you...and everyone else. What I'm trying to do atm is to even make it so they will appear in different areas, which will radically increase Dead Cell's replayability.
Again, it's just one map. But if this works well and it catches on, I might expand the idea to a larger pack.
Testing testing
