Archive for progress

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

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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

Scene re-working, and Performance

Posted in General DevLog with tags , , , , , , , , , , , on 2010/04/07 by Evan Sammons

Now that pretty much 95% of Upload Complete has been laid in place (and is totally playable), I’ve been going back through a number of other scenes and improving them, making them more interesting and engaging. There have also been some updates to the general engine, giving better performance overall.

Speaking of performance, Level 2 should be able to run on even the slowest of computers. The rig I’m using for testing isn’t the fastest of things, my rule of thumb has been if I get a drop in framerate on this, then something needs to change to make it more efficient. So far this has proven effective on any other computer the game has been tested on.

If you’re interested, here’s what I’m working with – Intel T2300 ~1.66ghz (dual core), 1gb ram, GeForce Go 7800 256mb. Kind of a benchmark for the lower end that can run Level 2. Running it at a steady 60fps is extremely important, any less and things get thrown out of sync and scenes can actually (play-wise) be much shorter!

DevLogs should be coming up a bit more frequently now, as I’ve worked through some pretty tough issues. Now I’m blitzing through, leading to more Log-worthy material!

-Tom

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.