Finally…

Full Mirror’s Edge 2D Network Beta released!

We’re still calling it beta because there’s still a few bugs to iron out with the saving and loading, but that’s the full game there. Playing the game while logged in should be far more stable, so that’s the recommended way to go (plus your game will be saved no matter the computer, so I heavily recommend it anyway).

Of course, if you encounter any bugs, be sure to let me know, there’s a leave feedback button on the page. I’ll be trying to patch everything up throughout the week…

Happy ’09 / baddies in the beta

Another year and another promise to update this site more often, heh.

Got a new build of Mirror’s Edge 2D up yet again, but this one adds a little something special.

I’m adding ‘evidence’ to this build. Evidence is another set of collectible items, but they’re only found in smaller rooms, protected by the bad guys. Yep, that’s right, you’ll be able to check out how I’m handling baddies in this build! The one baddie room I have in there right now is very simple and fairly easy, but it’s just the first one, so don’t worry about that.

A few tips for collecting evidence:
- You’ll have to find the room hidden in the main level, remember, look for red.
- Your health will regenerate pretty quickly, cover is your friend!
- Watch where he’s looking. Time your running appropriately.
- If you die while carrying evidence out of the level, you’ll drop it.
- If you’re pinned down, wait for him to reload.
- Duck!

I wanted to include this in the beta since it’s quite a bit different from how bad guys are handled in ME3D. I’d like to see what you guys think of it.

Play Mirror’s Edge 2D Beta

Also of note, hitting R while paused now will reset your lap, instead of reloading the entire level. Should be useful for for speed runs.

And last but not least, a round of apologies for my terrible temporary background artwork in the baddie level.

Mirror’s Edge 2D Beta

Brad Borne and Electronic Arts are partnering up for the release of Mirror’s Edge 2D!

I made a post about it in the forum a few days ago, but it looks like the news is out, so here’s the official post about it.

We’re still a week or two away from full launch, but I’d like to get as much feedback about the beta as possible, so if you find anything glitching out, or anything you’d like to comment on, just comment this post.

Update: Just added a timer, lets see those scores! Finish the level to store best time.

Play the beta here!

To anyone having problems with high jumping from ledges:

Run at the ledge

Jump right before you hit it (or go too high from a wall climb)

Hold jump when she snaps to it

Keep holding jump

Annnd yeah

Criticism and responses: there has been a ton of aspects of the game that have been tweaked to address some criticism. I’ll try to address things that I’m not changing, or won’t add until the final game (most likely, at least) here:

Enemies?

There will be some sections with enemies (like, mini-levels), if I can get the balance right and keep it fun. Basically, enemies slow the player down, I know that most people want to keep moving on big sections.

Wall jump / jump is too powerful / not realistic enough

Well, yes, the wall jump probably seems to powerful in this level. I had it toned down much more at first, but that made Level 2 impossible in some parts. Same thing with the jump height. Certain level designs just aren’t possible if I keep the movement too conservative. And this is 2d, I need to use those two d’s as much as I can! That means lots of vertical ground covered, far more than in the console counterpart.

Re-mappable controls

This definitely highlights my hatred of the keyboard as the standard of input for computer games, but what can I do about that (besides tell you guys to use joytokey, darwiinremote, gamepad companion, etc)? Re-mappable controls are only necessary when games get too complex, devs ignore standards, or in the case of PC gaming, there are hardly any standards at all. I’ll try and add a few different control types to the game if I have the time, but I like to try and keep all my games so that the arrow keys map to the d-pad, and the WASD map to the face buttons. Basically, I’m a console gamer developing for a mouse and keyboard input scheme.


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