Unity Editor Tools – Maze Generation

Intro For our first title Sky Labyrinth, way back in August 2015 we planned for a minimum of 30 mazes (aka levels) for initial release. We’re sticking to that number (technically surpassing, if you count the 7 tutorial mazes). In order to significantly cut down on time spent manually designing levels and placing objects, we created a […]

Going dark!

Today we’ve moved our GitHub repository “skylabgame” over to a private repo. All of the links to code, issue tickets, etc. throughout our blogs and tweets will lead to a 404 page unfortunately =( Worry not! We love the open-source community and want to release SkyLab’s codebase, in part or whole (haven’t decided yet) to the […]

New Programmer!

Meetings meetings meetings   The SkyLab team just wrapped up 51/2 hours of of meetings…*whew*. After briefly going over this week’s progress, we discussed a myriad of decisions ranging from game design, to art direction, to tools implementation. We solidified several design decisions that were sort of up in the air, we concretely determined what pieces of […]

New art lead!

After meeting online, discussing the state of Sky Labyrinth, and where we think the art direction should go, we are proud and beyond excited to officially announce that we’ve signed Carl Kidwell onto the SkyLab development team! He joins us with decades of game development experience (both AAA and indie) and dozens of titles under his belt. […]

What is slide tackle supposed to do?

This past Feedback Friday we received a lot of amazing feedback, but redditor Saiodin earns an honorable mention with his fantastic level of detail and volume of feedback. Without undermining how helpful and constructive his post was, there was one particular part that has us dying of laughter: Don’t know what Slide Tackle is supposed to do. […]

New Mechanic – Boost!

We just finished up implementation of an acceleration mechanic! The player can now boost for a short while to avoid traps and snatch up StratoSpheres faster! Handing in StratoSpheres replenishes said boost so players can keep their roadrunner game strong. We also rolled the wall flip and boost mechanic into one input, mainly because we were concerned that the input […]

Twitch stream + artist wanted

We’re about to go live with a tutorial stream of how we setup a Depth of Field image effect, to affect both our UI and world simultaneously without affecting the player character. Also, we’re looking for an artist! Update: Stream all done, check out the tutorial on YouTube!

Why u no lane system?!

After the release of beta v0.2, a clever guy on reddit asked “Why not have a preset number of lanes in each corridor of the maze? It’d make movement a bit easier”. It brought a genuinely big smile to my face that someone on the internet has the same exact thought process as us, because […]