Archive for June, 2010

Indiecade… submitted!

Posted in General DevLog with tags , , , , on 2010/06/24 by Evan Sammons

Level 2 has been entered! I’ve been totally ripping through it the past week, replacing just about every graphic we had and sorting out each scene to make it play solid and bug-free. I’m very pleased with the entry!

Deadline extended?!

Posted in Game Features, General DevLog with tags , , , , , , , on 2010/06/22 by Evan Sammons

So Indiecade had some problems with their submission forms, giving us an extra couple of days to fine-tune and get more new graphics done. Great! I can’t wait to get it submitted.

I’m also pumped to start working on the rest of the game. It’s been so long since the start of this project (maybe nearing 3 years now) and it’s gone through so many iterations that now that it’s in the state it is, I really want to see how it’s all going to fit together. There are a lot of concepts and functions of the game engine that aren’t explored fully in this first level, Upload Complete, I’m itching to see it unfold in the levels to come.

There are around a dozen tracks, meaning a dozen full levels totaling at least 40 minutes of gameplay. This does not include parts that aren’t set strictly to the music, for example ambient free-roams and possible looping sections – and even that may bring total time to a little over an hour. The key will be in the replayability…

The game engine allows any part of a level to be altered in real-time, and the triggers can vary greatly. They can be as simple as being closer to top or bottom of the game area to determine if the level goes upwards or downwards in the next section. Triggers can also be complex, and depend on what happened earlier in the game, a whole combination of factors, and goes right down to affecting the game ending. The scale of changes can also vary a lot, from the aforementioned game ending changes right down to what formation a group of enemy drones takes to attack you. This should all create a visceral experience that flows seamlessly, and always tests your ability to adapt and survive.

It’s old-school shooting action with a twist on classic linear progression.

Some pretty major updates!

Posted in Game Features, General DevLog with tags , , , , , , , , , , , , on 2010/06/16 by Evan Sammons

Quite a lot has happened since the last post, so here it is!

First off, we’re entering the demo level in Indiecade, with the deadline for entering being the 20th – only 4 days to go! That’s not to say we’re not ready, the level is completely playable so I’m down to tightening it up, making tweaks where they’re needed and even revising a few elements.

The main cause of the revising is the fact that we now have a dedicated artist working on the graphical assets, Francis Coulombe, and you can find his site here. He has nailed the style and feel we’re going for and progress is steady. I can’t wait for it to get it all in the game, and the stuff that I’ve already replaced is looking badass.

Doesn’t this rock? This guy replaces the swarming heads, so in the game you’ll be seeing big groups of these guys flying at you, trying to smash you to pieces.

I thought what we had looked really great, but Francis is going to boost it all to a whole new level!

Also just finished is a functional main menu, with all the basic options such as control configuration and volume levels. Not a big update, but the main menu is often the first impression of a game, so getting it right is definitely important. The full game will contain more options to customize how you start a game, as well as save file management. You can read a little about the possible customization options in an earlier post here.

That about covers all that’s been going on here! More posts to come soon, especially before or around the Indiecade deadline.

-Tom