Archive for enemies

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

Advertisements

Progress Update

Posted in General DevLog with tags , , , , , , , , on 2010/03/24 by Evan Sammons

Recently I’ve been putting a lot of work into the Boss of Upload Complete. All his main attacks are finished, and the sequence itself is laid out, prepared for any details that will come.

Testing it myself, I know the attacks, I know what’s likely to come at me next. For the first-time player it may not be so easy, but I don’t want it to be impossible to survive for those who don’t know the patterns. I’m hoping for a semi-readable fight, that requires skill more than anything to overcome. Being the first Boss it definitely wont be as intense as Bosses in future levels, but it’ll still be a challenge.

In addition, many other scenes of the level have been tightened up, and a scene has been added granting the player a Weapon Upgrade! Given what comes at you after the Upgrade, it will be a very welcome gift. For the demo, a number of other Upgrades/Updates may be handed to the player simply to give a taste of what’s to come in the full game.

The difficulty may also be ramped up for a more hardcore experience in the demo. Upload Complete is basically the ‘tutorial’ level, but that’s not to say it wont throw the player into the deep end (even in the real game version, it’s not going to be a walk in the park). Intensity is a running theme through the whole game. I mean… listen to the tracks LCTR have up on their Myspace, how can a game with that music not be intense?

I don’t know about you, but I’m pumped.

Update – Swarms.

Posted in Game Features with tags , , , , , , on 2010/02/06 by Evan Sammons

Hi again, Tom here with a little info post and a project update!

So far we have the main engine complete, which includes player movement, controls, weapons, and overall level and ‘section’ control (I’ll go into detail in later posts). It’s almost smooth sailing from here, with a ton of content to add and levels to choreograph to each song on Level 2 the album.

I have to say, testing each new feature is a blast. The most recent significant addition has been swarming enemies, where numerous weak enemies fly around an origin point, similar to bees around a hive. The system is extremely flexible, allowing a ‘mother’ entity to continuously spawn swarmers, or the swarming enemies themselves origins for more swarmers, or swarms used as projectiles shot out of cannons, mouths, portals, whatever! Swarms could even be created when something else is destroyed – like being split into many enemies, or perhaps spawning swarmers as you damage a larger enemy, so bits will appear to break off and fly around that enemy, eventually being whittled down to a pure swarm. So it seems swarmers will be one of the main enemy types in the game.

You may recall from the teaser our main character shooting frantically with a lasergun. Well, now you can imagine a giant, chaotic swarm of mindless programs hurtling towards him, the laser blasting enemies to pieces and whittling the swarm down to a few harmless drones.

In posts to come, look forward to more info about what we currently have, since I believe we have some seriously cool features and I’d love to share them all with you. Right now I’m just chipping away at getting a full level to release as a demo, but in the process I’m sure some more core features will appear – and of course there will be updates on those, too.

-Tom