Archive for graphics

Indiepub… submitted!

Posted in General DevLog with tags , , , , , , , on 2010/08/01 by Evan Sammons

With this one, people will be able to vote for their favorites, and winners will receive a $1000 prize! I’ll post up the link when that is ready to go.

It’s gotten to a point no where most if not all improvements are related to graphics and presentation. There is still this ONE bug that I cannot seem to figure out! During the boss scene, there is meant to be a ton of debris falling as you fight him, especially during his fall at the end. Without this, the scenes lack some ‘oomph’. It’s a simple matter of creating asteroid-like objects at the top or bottom of the screen and have them move across very fast…  yet they fail to appear almost every time. The few occasions I’ve gotten it to work again, it usually reverts back to failing in the next test. I’m thinking I’ll just have to change how they appear in the first place. But yeah, it’s very annoying, and I’d prefer to spend more time on cooler stuff. So I do, and it’s turning out great. Little by little, the demo reaches it’s full solid form, a benchmark for the rest of the game to follow.

I’m still itching to work on later levels of the game, and getting all the proposed features in. It will probably take while simply designing and getting all the pieces of the puzzle to fit – which happens to be my favorite part of game development. I’m confident that when it all comes together, the experience will be much deeper than your average action shooter, something more explorative and intriguing. The kind of thing that makes the Metroid games such hits, but on a completely different plane since the player is unable to freely roam about the level. I can’t fully explain how it goes in my mind, but I just know that it will be a unique and epic adventure. I love the music, and I want it to take players to place they never thought possible.

That may sound pretentious, I hope it doesn’t, but we’ve been working on this for almost 3 years and I’m still in love with the idea. Most ideas I have or designs I write down are not so appealing after even a week. I’m attached to it, and can see exactly where I want it to go. It may take a while (although all the framework is there to speed up production), but it will get there. It must!

-Tom

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