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Devlog

Devlog 1: How +1 Nose to Escape Started

An early test build of +1 Nose to Escape with a plain map, flat red lava and blue platforms

This is the first post about making my Roblox game, +1 Nose to Escape. The picture at the top is what it looked like on the first night. The difference between that and the game today is what this post is about.

The idea

I play a lot of "+1" games, the ones where you grow one stat a little at a time and use it to get further. They're simple, and that's why people keep playing them. I wanted to make one, but I didn't want it to be the same as every other one, so I needed a move that felt different.

The idea I landed on was Pinocchio. Every time you lie, your nose grows. So in my game you hold to tell lies, your nose grows toward wherever you're looking, and when you let go it snaps back and pulls you along with it. That one move is the whole game: stretch across a lava gap, let go, land on the next platform.

Day one: a plain test map

On September 24 I had the first version running. You can see it above and below: a flat green map, a red lava floor, blue platforms, and a nose that was just a long, smooth, round tube. In the picture at the top, the speech bubble says "I never lie!".

The first night: stretching the first version of the nose toward Stage 2 over a plain green map.
The first night: stretching the first version of the nose toward Stage 2 over a plain green map.

The lies were there from the start. While you hold, a speech bubble pops up with things like "I never lie!", "Lava doesn't scare me!" or "I did my homework!". I still like that part a lot.

The nose had to change

The round nose worked, but it looked wrong. It didn't look like Pinocchio at all, just a long smooth tube, and I didn't want anything in the game that could look weird out of context.

So I rebuilt it as a wooden branch: square blocks that step down from a thick base to a thin tip, with little twigs and leaves sticking out along it. Now it reads as Pinocchio right away, and the blocky shape fits Roblox much better. Every nose skin in the shop uses that same blocky shape.

Today: riding a stretched nose across Stage 3, with balloons in the gap for bonus Wins.
Today: riding a stretched nose across Stage 3, with balloons in the gap for bonus Wins.

Making the map look like a real game

The test map was just flat colours, so the next day went into making it look good. I wanted a bright, blocky, "woah" look:

One problem: Roblox wouldn't let me upload the lava texture for this game. So instead of an uploaded image, the game draws the lava pattern itself when it loads. It sounds complicated, but it means the lava looks the same on every device.

The lobby now: the Nose Shop on the left, treadmills on the right, and the gate to Stage 1 at the end.
The lobby now: the Nose Shop on the left, treadmills on the right, and the gate to Stage 1 at the end.

The lobby

The first lobby was a grey floor with the shop pads on it. Now it's a proper hub:

The first version of the Nose Shop, on day one.
The first version of the Nose Shop, on day one.

What's next

The game is in testing now. The next posts cover what playtesting changed, how I made the thumbnail and making the trailer. If you want to know how the game plays right now, the beginner's guide is the place to start.