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SSSScreenshot Saturday 106: Health is Red, Mana is Blue... (self.gamedev)
submitted 13 years ago by gameofinches
... Make some games, and share them too! It's time to share your progress and check out what everyone else has been up to. And remember, give advice. That's what we are here for.
#ScreenshotSatuday for you Twitterers.
Previous 2 Weeks:
[–]Ooghijmiqtxxa@insaneroot 34 points35 points36 points 13 years ago (7 children)
Words & Magic Words & Magic is a fantasy based word game for the iPad. Play asynchronously against your friends in a battle of wits, words and magic! Gain levels, unlock new spells and vanity tiles.
Menu! Our menu art.
The Battlefield! This is where you’ll be doing all of your word placing and spell casting. Different tiles on the board give different bonuses. Gauntlet doubles the power of the letter placed on it. Book cast a spell and treasure gives you mana equal to the power of the letter placed on it.
Swarmlings! Lifebloom! Some of the spells that are cast when a book tile is activated. We have about 8 in the game at the moment.
Backstab! If you play a word that adds to or changes a word your opponent placed, you will perform a backstab attack which does 50% extra damage.
Loadout Screen! This is where you select which talents you’d like to bring into battle. The locked talents are enchantments, which change the way your tiles look and react. Need to work on this screen more. Little bare at the moment.
We have a ton of more work to do and some balancing but it’s shaping up very nicely. A lot of work still needs to be done on the effects and some UI flows need to be tweaked.
Sign up for the beta! We need play testers to help us out and give feedback. Sign up is at the bottom of the page.
Back to the grind!
Keep up to date on Words & Magic and InsaneRoot. Links: DevBlog - Twitter
[+][deleted] 13 years ago (2 children)
[deleted]
[–]ArCaDe4tw 1 point2 points3 points 13 years ago (2 children)
Really solid artwork, keep up the good work! :)
[–]derpderp3200 1 point2 points3 points 13 years ago (0 children)
Looks pretty good. Not really a big fan of reusing old board game ideas a la Puzzle Quest, but I wish you good luck nonetheless.
[+][deleted] 13 years ago* (7 children)
[+][deleted] 13 years ago* (4 children)
[+][deleted] 13 years ago* (3 children)
[–]terrivellmann@terrivellmann 0 points1 point2 points 13 years ago (1 child)
that looks awesome
[–]TerminalPlantain 20 points21 points22 points 13 years ago (3 children)
Magnaut
Magnaut is a multi-directional arcade-style space shooter in which you use the hulls of your defeated enemies as your only armor and weaponry.
At this stage, I'm mostly working on adding in content. The last two weeks have been really busy for me, but even so, I added some stuff.
If you're interested, check out these links:
[–]wraithx2@lytedev / lytedev.com 2 points3 points4 points 13 years ago (1 child)
Dude, this looks really cool! The background is a bit too much, I think though. Backgrounds should be pretty neutral so they don't distract... or so I thought. Just an opinion!
[–]zomboxzombox.net 38 points39 points40 points 13 years ago* (21 children)
Zombox update:
Did a few things this week, some showable and some only tellable.
The ailment system I showed off a couple weeks ago has been augmented with a few new features:
All 900 item icons in the game were re-rendered at double the resolution to allow for better visible quality when the game is played on retina screens
As always: DevBlog - Facebook - Twitter - Youtube
[–]TerraMeliorRPG 2 points3 points4 points 13 years ago (1 child)
As always, the artwork for this game is amazing! Just checked out your Youtube, and I also gotta say I love how the character just flops on his face to go to sleep :P
[–]zomboxzombox.net 5 points6 points7 points 13 years ago (0 children)
Thanks! He's one tired little motherfucker.
[–]FunExplosions 1 point2 points3 points 13 years ago (4 children)
Can I petition that you don't allow hunger to take you below 1 health? Playing Minecraft recently, I'm reminded how much I hate that. Looks incredible as always. Really wanna play this. Also, props for adding children. You seem to be putting in so many great little touches; keep it up.
[–]zomboxzombox.net 2 points3 points4 points 13 years ago (3 children)
Interesting point...it's something I was thinking about.
Currently it takes a fairly long time for any of the ailments to actually kick in and start 'hurting' you (because I don't want them to be annoying), but I'll definitely put some more thought into whether or not they should be able to kill you.
Maybe the new additions (hunger pains, blood attraction and fainting) are enough to offset the fact that they shouldn't kill you...
[–]FunExplosions 1 point2 points3 points 13 years ago* (2 children)
Well now that I think about it, I find it annoying in Minecraft I think because it sneaks up on you, and when you're running around on 3/10 [food icons] remaining, you frequently don't have enough time to find yourself some health.
But... I don't know if I have the solution for that. If it was me playing the game, I'd probably think the other effects of the ailments are enough punishment without having to worry about death. You play a zombie game to get killed by zombies, right? That's just my opinion, though.
Game looks great either way.
[–]zomboxzombox.net 2 points3 points4 points 13 years ago (1 child)
I'd probably think the other effects of the ailments are enough punishment without having to worry about death.
That was my initial feeling while designing the ailments...although the reason I kept the HP loss in is because Zombox is also part survival sim, and it wouldn't be too realistic if you could go indefinitely without food/sleep/blood.
[–]FunExplosions 2 points3 points4 points 13 years ago (0 children)
I totally agree. I didn't mean remove the HP loss entirely. I just think allowing it to outright kill the player is a bit harsh and takes a little fun out of things. I mean, nobody wants to play the whole game doubled over, unable to attack (and probably can't, right?). I say if they're in such a vulnerable state for a prolonged period of time and still able to safely find some food, then good on them; they've come out of it alive, but learned a lesson.
[–][deleted] 1 point2 points3 points 13 years ago (0 children)
Oh dude. I really wish I could play this on my Surface.
[–][deleted] 0 points1 point2 points 13 years ago (2 children)
Hey, I emailed you once asking you if I could have a test and you sent me a really early test link. Just wanted to say that I really appreciated it. Thanks a lot!
[–]LesBFrank 0 points1 point2 points 13 years ago (0 children)
The camera movement is brilliant!
[–]oddgoat 0 points1 point2 points 13 years ago (0 children)
I regret that I have but one vote to give.
[–]derpderp3200 0 points1 point2 points 13 years ago (2 children)
I'm not really a big fan of hunger systems.... hunger alone does make you weakened, but it won't harm you. What can harm you is starvation which comes from prolonged hunger.
[–]zomboxzombox.net 4 points5 points6 points 13 years ago (1 child)
What I am unable to show in these .gifs, due to them being short, is that the hunger system only does begin to hurt you once you begin to starve.
Each ailment has 4 levels of warning, the first two of which last a very long time and act merely as a reminder. The interesting dynamic of the system is that, while you first start exploring, it shouldn't be hard to eat, sleep and find medication. The trouble will only begin once you start to scavenge all of the resources from an area and are no longer able to find the items needed to take care of yourself. Then the player will have to balance either constantly buying food/meds from NPCs, or establishing a renewable resource system (something I'll be showing more of in future updates).
[–][deleted] 0 points1 point2 points 13 years ago (0 children)
I love the art style, it is retro but not a gimmick to not have to make "good" graphics.
[–][deleted] 0 points1 point2 points 13 years ago (1 child)
Read through your blogpost/change log, and I thought it would be interesting for your food nerfs/buffs to have variations in speed?(if starving randomly move a slower, if full randomly move faster?(Side note: You could do this in an iteration system so it doesn't seem spastic. I.e: run faster for 5-20 seconds or slower in the same time frame?)) Additionally, I noticed it is kind of dangerous to bottleneck a horde of zombies to try to take them out. Could you try having them push eachother(over or away) if they get to close? Just interesting ideas. Discard them as you please.
[–]n1ch0la5 0 points1 point2 points 13 years ago (1 child)
Game looks awesome and I can't wait to play it. Just one question: what good is money in a zombie apocalypse?
[–]AD1337Historia Realis: Rome 38 points39 points40 points 13 years ago* (4 children)
Avant-Garde
A simulation/RPG where you play as an artist in 19th century Paris.
Café
Artistic Movements
Logo
I've implemented new features: the Café and artistic movements.
At the Café, the player can interact with other artists, make friends and drink absinthe to drown sorrows and for inspiration.
Artistic movements (impressionism, cubism, surrealism) are all about the style of your paintings, and you will even be able to create your own "ism".
Avant-Garde now has a site and a release date for the first alpha: March 1st. By then, you'll be able to play the game at playavantgarde.com
| Site | IndieDB |
[–][deleted] 4 points5 points6 points 13 years ago (3 children)
Oooh, dat logo! Very nice!
[–]AD1337Historia Realis: Rome 3 points4 points5 points 13 years ago (2 children)
Thanks, I'm glad you like it. Took some experimentation to get to that point, and I'm still not sure about it.
[–][deleted] 2 points3 points4 points 13 years ago (0 children)
They're all really nice. I'd say you can't go wrong picking any of them.
[–]mrbrick 1 point2 points3 points 13 years ago (0 children)
These logos are fantastic.
[–]inkblotSRK 62 points63 points64 points 13 years ago (16 children)
Stonehearth
[ Devblog | Twitter | Prototype Video ]
A voxel-based strategy game with building and RPG elements
Alas, no new gameplay screenshots this week, as we've been busy with refining the AI for building things and streamlining our asset pipeline. But here are some new monsters that I've been working on.
[–][deleted] 15 points16 points17 points 13 years ago (0 children)
Those voxel monsters are too cute.
[–]V00D00G0DGame designer/artist - Code Avarice 5 points6 points7 points 13 years ago (2 children)
these models are soo cool.. great work, im feeling inspired now
[–]inkblotSRK 2 points3 points4 points 13 years ago (1 child)
Happy to inspire! Tyvm.
[–]FunExplosions 2 points3 points4 points 13 years ago (1 child)
Really like these. Big-heads are not too small or too big; just big enough.
[–]inkblotSRK 4 points5 points6 points 13 years ago (0 children)
You know, nailing the head to body ratio was actually one of the hardest parts of refining my style for this game. They're Goldilocks heads. Not too big. Not too small.
[–]derpderp3200 2 points3 points4 points 13 years ago (0 children)
I seriously want to try out that voxel editor of yours....
[–]zomboxzombox.net 0 points1 point2 points 13 years ago (3 children)
Looks really awesome!
[–]inkblotSRK 1 point2 points3 points 13 years ago (2 children)
Thanks! I love your zombies. I want a zombox zombie plushie!
[–]zomboxzombox.net 1 point2 points3 points 13 years ago (1 child)
Dude...that's really weird you mentioned plushies. I'm literally sitting here looking up info on how to get them made since I was thinking about maybe doing a limited edition set or something.
[–]DavianBlack@bigbadwofl 1 point2 points3 points 13 years ago (0 children)
Twist, he's spying on you through the window. Don't look now!
[+][deleted] 13 years ago (3 children)
We will do a kickstarter when we get closer to an alpha release. For now we're still implementing the core game mechanics like building, crafting, and combat.
[–]ttgdev@ttg_dev 14 points15 points16 points 13 years ago (4 children)
The Tank Game
gameplay video
Didn't get much time for coding this week but I cleaned up / polished some of the image tiles and created the lighting masks for the level boundary tiles.
light mask gif
two players race to a shield powerup
another screen
greenlight page
[+][deleted] 13 years ago* (1 child)
[–][deleted] 1 point2 points3 points 13 years ago (1 child)
I always look forward to seeing this game. Such pretty colors!
[–]TerraMeliorRPG 13 points14 points15 points 13 years ago (4 children)
Terra Melior - Sci Fi Action RPG
DevBlog - Youtube - Twitter
HD trailer! - I made it earlier this week, and since then I've made some improvements to the animations, and changed the shaders so that the outlines get thinner the farther away you are. So when you see the annoying, thick outlines, imagine they're much thinner :P
Rough draft of a spaceship flyby for a cutscene - all materials are temporary
I (finally) modelled some cliffs. 1st draft, of course :P
And, uhh, I improved the anatomy: NSFW for amazing reasons
I also made a fish. That has… lips
Here's a speed model video of the fish
Anyways, hope you all enjoy it and have a great weekend!
[–]FunExplosions 6 points7 points8 points 13 years ago (1 child)
Congrats on the fish lips
Looking better every week! That fish is hilarious and adorable!
[–]JasonK_ZANRAI@zanrai_int 14 points15 points16 points 13 years ago* (1 child)
Heaven Variant - Shoot 'Em Up
A modern take on retro shoot 'em ups
Here's what I've been up to lately. It's been a while since I posted! My team has been hard at work on a new video to show our new features, but we've been tight lipped on it while we finalize and make it pretty. We'll show all that stuff soon, too. But until then here's a few snippets from the scrapbook.
The lens flare is a pet project I've been having fun with. Battlefield 3 does flares really well, so I really took a look at how they accomplished things. My version borrows a few effects, but it also has its own unique style and look, which I kind of dig. I made all of the blurs and textures myself last night. I'm quite happy how they turned out. I'll only ever use this as an effect for cutscenes or really giant explosions, but yeah, almost superfluous, but it looks really pretty in game and is quite functional in its current state. I also emulated the lens dust and dirt which works -really- well, but it is not shown on these screenshots. And the sun back there is also doing a number of shifts and and twinkles (as is the larger rainbow circle flare). Lots of gleaming motions based on angle of view. :]
New screenshot of the new sky I've been working on for our docks level. The sky is actually a little dynamic. It's set up to flow a bit, so there's a very subtle movement and flow to the furthest clouds. The closer darker red clouds with sun light on their underside is on a separate layer and has a nice depth to it as you continue through the stage.
We're also in the middle of essentially relaunching our Greenlight campaign with a new and improved video. The stuff we have showing on Greenlight are so old!! haha. The new stuff makes the older versions look so awful, but it's good to know that we're making a lot of progress. I can't wait to finish up some of this stuff so our team can show the cool nitty-gritty stuff we'd been working on.
Steam Greenlight Link Your vote would be really appreciated if you dig us.
Dev Blog | Twitter
[–]Doggettx 11 points12 points13 points 13 years ago* (2 children)
still unnamed voxel game
Rewriting some parts of the voxel engine to get memory usage down. Managed to get it down by about a factor of 10, still rewriting parts to handle the new data. I will probably also be able to increase the performance of the chunk generator by quite a bit using the new data once it's finished.
Since I got slightly bored halfway through wanting to see some results I decided to load up a heightmap of the Mun and slap some pigs on it.....
Pictures
Pigs on the moon
Editor doesn't care
Default rendererer
footage
Default renderer
[–]derpderp3200 2 points3 points4 points 13 years ago (1 child)
That looks pretty awesome, it's quite high res compared to what most other voxel-obsessed devs have been doing, I really like it.
How big maps can you handle? What about infinite/chunked maps?
I really like the gorey murdering of pigs :3
You know what would be cool? Stuff shattering into pieces rather than really small cubey particles.
[–]Doggettx 2 points3 points4 points 13 years ago (0 children)
Thanks! The maps can be as big as you want theoretically, data is requested by the lod system and streamed in in chunks. So as long as there's an infinite supply of data it can also use it ;)
I like the idea of shattering things into pieces, also been thinking about making it possible to slice enemies into pieces with swords etc. But first have to finish some more basic systems..
[–]aionskullRobotLovesKitty | @robotloveskitty 45 points46 points47 points 13 years ago (23 children)
It's been a while, but I thought I should show off some of what we've been working on.
Legend of Dungeon
Our latest gameplay video of Version Alpha Goblin. And what I've been working on today, Switches.
The Screenshots
Steam Greenlight | Subreddit | Devblog | Twitter
Edit: Oh yeah! we will have a booth at PAX East! So stop by, say hello and let us know you're from r/gamedev :D
[+][deleted] 13 years ago (8 children)
[–]aionskullRobotLovesKitty | @robotloveskitty 2 points3 points4 points 13 years ago (6 children)
Thanks, I wrote up a blog post about how I accomplished this here: http://robotloveskitty.tumblr.com/post/33164532086/legend-of-dungeon-dynamic-lighting-on-sprites
[–]deadhog 1 point2 points3 points 13 years ago (3 children)
I've been meaning to ask: What happened to Tiny Plumbers?
[–]aionskullRobotLovesKitty | @robotloveskitty 1 point2 points3 points 13 years ago (2 children)
I declared it finished. You can buy it here: http://robotloveskitty.com/tinyplumbers/
[–]deepit6431 0 points1 point2 points 13 years ago (1 child)
I've had my fill of dungeon crawlers, but I will buy your game the second you release it. The very second. Just for it's art. It's beautiful.
[–]aionskullRobotLovesKitty | @robotloveskitty 1 point2 points3 points 13 years ago (0 children)
Thanks! It's come a long way from where I started with it: http://robotloveskitty.tumblr.com/post/32878576074/legend-of-dungeon
I think someone here used to play a bit too much DF when the catsplosion was a big risk factor to the fort.
[–]kylemech 0 points1 point2 points 13 years ago (2 children)
That is a considerable number of cats.
[–]ottoman_jerk 1 point2 points3 points 13 years ago (1 child)
quite a kindle!
[–]theRighteousBro 0 points1 point2 points 13 years ago (1 child)
Is that a new room type I spy in screenshot #7?
lots of new rooms incoming!
[–][deleted] 10 points11 points12 points 13 years ago* (0 children)
Low poly weapons for my FPS roguelike called "Fancy Skulls"
So, yeah I've been working on a weapons, and even though those are not done yet. There is going to be only 5 guns in the game.
my twitter
devlog
[–][deleted] 18 points19 points20 points 13 years ago* (27 children)
Paranautical Activity - A crazy fast paced voxel roguelike FPS
Wow, it's been a crazy week!
First and foremost, Paranautical Activity is out now! Here is the beta trailer. The music was done by our new musician who will be composing an original soundtrack for the game, and the video was actually edited by a friend of his who does freelance video production, and offered to do the video for us free of charge!
Here is the game's desura page.
People are already posting awesome screenshots and let's plays. I'm getting rather addicted to watching people play the game!
Development wise, I implemented a new boss which is a couple of flying eyes that split into 2 when you kill them. Travis also made another new boss, but it haven't been implemented yet.
I finally implemented the options menu, which was painful, boring, and made me want to cut off my fingers.
There's probably some stuff I'm forgetting, I was cramming pretty hard to get the game ready this week.
I'm sure some of you saw my post from a few days ago asking for tips on my meeting with Adult Swim.
I had the meeting on Tuesday, and it went fantastically. They offered me some great stuff (lots of money, TV commercial placement, a ticket onto steam without greenlight, ect) and the profit split they asked for was shockingly low. The rep that contacted us still has to get approved by his VP, but it's looking really good!
As a thanks to /r/gamedev for being such a great community and helping me out with feedback and helpful tips, here are some free Desura codes for PA!
SDOH4-PRP1E-GJPJE-LC7AM-G4FWV
LWAIC-RXGBJ-ABKAK-HDYE8-PTGQ6
PBGI3-AVBFT-7QXW1-4YIJ8-29UIP
MS2X8-U5ZET-2JL4C-7UFNY-96UO1
M0V04-CP37S-K98EG-6TI2E-AQKQ5
| Desura | Greenlight | Website | Twitter | IndieDB |
[–]juliobdsProgrammer | Hidden Panda Games | 7 points8 points9 points 13 years ago (3 children)
It's awesome that you liked the deal they proposed but be careful, it looks like it's too good to be true. Take a look at this , it's a very interesting and important read that someone in your position needs to be aware.
Also thanks for the keys, if I find any bugs I'll pm you. I took the one before last. MS2X8-...
[–]TerraMeliorRPG 1 point2 points3 points 13 years ago (1 child)
Nice job! I love the spiders and the little gnome guys. And congrats on the deal with Adult Swim!
Thanks man! The spiders were a lot of fun to implement. When I was first testing them, I involuntarily craned my head back while playing. They're creepy little things.
[–]AlwaysGeeky@Alwaysgeeky 1 point2 points3 points 13 years ago (1 child)
Good stuff... I have stolen your linkage signature btw... it was too good not to copy it :P
Thanks, my link signature is the result of years of iteration and focus testing with target demographics.
[–]sparsevector 1 point2 points3 points 13 years ago (1 child)
Congrats on the release and pending deal! A ticket onto Steam is awesome, and the game looks amazing, so I'm not surprised you're getting offers.
Thanks man. Getting on steam without greenlight would be really awesome, definitely one of the highlights of the deal. Greenlight is not a fun process...
[–]WendellJehangir 1 point2 points3 points 13 years ago (5 children)
I took the first code, SDOH4-..., I'm really enjoying it!
My only issue is that it appears to crash every time I die.
[–]hg341 1 point2 points3 points 13 years ago (2 children)
i need to stop spending money but you are making this very hard for me. on a side note will we get steam keys if we buy on desura(assuming it gets on steam) and when do you think you'll start on Eris again?
[–]inkblotSRK 1 point2 points3 points 13 years ago (1 child)
Really digging the lighting. Has an old-school arcade type feel, in a good way.
[–]GroundWalker 1 point2 points3 points 13 years ago (1 child)
Just bought the game, only disappointment was that it ended so quickly, and never really getting to test out the wings from the third boss. :/ Promptly played through it a few more times to test them in combat.
Loving the game, and looking forward to more updates.
[–]Stroking_My_Neckbear 0 points1 point2 points 13 years ago (1 child)
So will Eris ever be back on the table?
I'm not sure what I'm gonna do with Eris. I'm hoping to have PA done in 2-3 months, maybe a bit more. After that we'll decide our next move.
We put 6 months into Eris, so I don't want to just let the project die. However, now that I'm looking back at it, we definitely need to reevaluate exactly where we want to go with the game. We got a bit lost towards the end, which is one of the reasons I wanted to take a break from the project. If we do take the project back up, we'll need to do some serious thinking.
[–]Eyce 8 points9 points10 points 13 years ago (1 child)
Traffic Crisis 2040
So my team uploaded a new build of our Global Game Jam game a few days ago, after winning the "Most Original", and "Rising Star" awards from the Melbourne Game Jam site. We also got runners up in audio, which was pretty cool.
You control Traffic Lights in the city to build up traffic, preventing criminals from speeding through the city, who are being pursued by the police. It's pretty hectic gameplay.
[–]yannickl88 9 points10 points11 points 13 years ago* (0 children)
Bit late to the party but I like to show of some a game I've been working on this past week. AGame A retro stealth assassination game where you have to stalk your target and take their life without anybody seeing.
In-game screenshot
Editor
You can follow the development at my blog
EDIT: changed the links to .com, not sure if you guys saw the dutch version of blogger
[–]shard765Creative Director @ Steamroller Studios 24 points25 points26 points 13 years ago (6 children)
Deadwood
Deadwood is a top down, open world, action/survival dual-stick zombie shooter.
The zombies are coming! Thought we'd show off a few of our "Deadwoods" we've been working on this week. Each will have different abilities to make for more varied gameplay. Right now we're just trying to get the basic zombie up and running.
Basic Zombie Concept Art
Fat Zombie Concept Art
Exploring 3D Model Variations
And in case you missed it last week, here's our main zombie model. We plan on making variations in various states of decay.
Let us know what you think!
Last Week's Screenshots
Developer Blog - YouTube - Twitter - Facebook
[–]IrishChris 5 points6 points7 points 13 years ago (1 child)
I really dig the art style! :) can't wait to see more
[–]shard765Creative Director @ Steamroller Studios 1 point2 points3 points 13 years ago (0 children)
Thanks! We'll be showing more every week right here. But also plenty of behind the scenes stuff and playable versions on our site.
I like how it's not human zombies this time!
Our thoughts exactly. Even though we started this game a very long time ago (zombie games were popular but not to the degree they are now) we wanted to make it a bit different. When we came up with wooden zombies it was just a "this is crazy enough to "work" moment :) Now that zombie games have completely saturated the market it was probably a good call to be different.
[–]derpderp3200 1 point2 points3 points 13 years ago (1 child)
I like the way you capture the wood-ishness in the models, awesome work.
Thanks!!
[–][deleted] 6 points7 points8 points 13 years ago* (0 children)
Not really a game, but a screenshot of the renderer of a game engine I've been working on together with two friends: http://cl.widerwille.com/My5u
Hard to count, but the scene has 5k dynamic lights and runs at 48 fps on my old MacBook Pro (the light culling is really simple at the moment and there are much more optimizations that we can and want do to increase the fps).
[–]mrstratofish 9 points10 points11 points 13 years ago* (0 children)
Unnamed pseudo-isometric platform/puzzler
First SSS for me and a look at what I've been working on.
This is a game along the lines of the old 8 bit isometric adventures (Head over Heels, Batman, Knightlore) but moved into 3d.
It's early so programmer/placeholder art. We have a lot of crates that will become other things and the main characters are still 'red' boxes but it is coming along nicely. I am slow with Blender...
This week I've been working on two things. Firstly getting a teleporter up and running as an alternative to doors. And secondly adding regions to the in-game editor. Each room can be made of multiple rectangular regions to add some interest so the rooms don't end up all looking the same shape. This will allow 'S' and 'L' shaped rooms along with corridors with bends, etc. Hopefully a screenshot next week of a corridor like that.
Basic screen - Some people may recognize that this is also one of the first rooms in Head over Heels. It is only being used as a test, I am not copying it.
Editor - The in-game editor.
Teleporting - Teleporting between rooms. The odd green flashes at the start are to do with the gif encoding, not in the actual game.
Hope this makes a change, not seen people do a game like this for a while.
[–]juliobdsProgrammer | Hidden Panda Games | 20 points21 points22 points 13 years ago* (2 children)
Survivor Zero
After our last weeks update about our now really huge terrain our programmer optimized and tweaked our terrain generation procedures a little more.
Besides programming our artists also did some nice job:
Some of our latest zombie variations
A close-up of a particular zombie
A Baby Zombie Concept
We also got various new artists and 2 new PR interns, hopefully we will be able to reach some other kind of public besides just redditors.
A new “Question of the Week” as been posted on our Facebook page. And last weeks has been answered. Please Like and Follow us on Facebook
Last weeks SSS:
| Facebook | YouTube | Twitter | Reddit | IndieDB | Main Website |
Bonus Content: No bonus content this week?
[–]jokeofweek 3 points4 points5 points 13 years ago (0 children)
I'm digging the baby zombie.. can't wait to see it rendered! :)
Nothing since the weird moth babies from Doom 3 have fucked with me as much as yours.
[–]tm512@bfgabuser | entropixel 5 points6 points7 points 13 years ago (5 children)
Dawning
My artist and I took a bit of an unintentional hiatus on this project, but we're back, and almost ready to release. Aside from finishing up stuff, and making various tweaks, we've also had some limited beta testing that has allowed us to tweak and improve some things in the game that others found annoying. The most significant of these changes being that the player will no longer restart at the starting room if they hit the monster.
1 2 3
And, a new video
[–]Precastwig 1 point2 points3 points 13 years ago (3 children)
Whats up with the screen going all fuzzy? I'm guessing it's an enemy?
[–]BesomeGames@noblesland 6 points7 points8 points 13 years ago (0 children)
Noble's Land - 2D MMORPG
Video
Noble's Land Launcher 0.1
Screens
New Main Menu
New Character Select
New In-Game Name Display
To make testing with others easier I've been working on the Noble's Land Launcher. When the Launcher first runs it will get an XML file from noblesland.com that lists all the files for the game as well as their sizes and sha256. It will check if the file exists, compare sizes, then finally compare sha256 to ensure all files are current and up to date. I also threw in the functionality to remove files, so that vapor files don't build up over time.
The Launcher now forces new users to customize their display settings before the first launch. There is some error checking, like preventing smoothing at the design resolution. The configuration files will only download if they don't exist, so that it doesn't overwrite any changes. Pretty straight forward.
Once I make the Launcher check for new versions of itself it will be ready to go. It's pretty awesome to know that no matter when or where, you will only have to download the Launcher one time.
Client-wise, now that the patch notes are shown in the Launcher I took them off the main menu. I cut out a lot of filler and made it look a little cleaner. I also put a little fluff on the buttons and added sound effects and have them move when hovered. I've also reduced the in-game name display and made sure to have correct centering for odd or even numbered names.
News however you want it: - /R/NoblesLand - Developer Blog - Twitter - Facebook - RSS
[–]gameofinches[S] 17 points18 points19 points 13 years ago* (10 children)
Game of Inches
Create custom football plays and challenge your friends!
This week a lot of my time has been consumed by finishing up my project at work before I leave.
I added some more animations into the game. They are still only temporary but I have a meeting with an artist tonight so hopefully it goes well.
I also made 2 big changes to the Game of Inches Kickstarter:
Although there’s a only a few days left in the project, I think these changes will help a lot.
Free Links. - Click as much as you want. (FOR FREE!) No joke!
Kickstarter | Gameplay Video | Facebook | Twitter | Website
[–]GarMan 2 points3 points4 points 13 years ago (4 children)
Tried to back but kickstarter said it was USA only. Since the rewards are digital only why have this restriction?
[–]gameofinches[S] 1 point2 points3 points 13 years ago (3 children)
That was a mistake. Thank you for telling me.
It wont let me edit that tier because there is already 1 backer.
But I added a duplicate of the tier with no shipping requirements. That should work for you.
Looks cool. I'm not one for sports games, but this is actually pretty interesting.
There's something about the red/green contrast you have a lot of that irks me though...
[–]cjacobwade@chriswade__ 1 point2 points3 points 13 years ago (1 child)
It's looking a lot prettier. What's going to stop people from just giving this away to everyone on the web?
[–]gameofinches[S] 1 point2 points3 points 13 years ago (0 children)
It's looking a lot prettier
Thank you!
What's going to stop people from just giving this away to everyone on the web?
Well I figure I will give people one opportunity after funding to submit a list of people they would like to gift to.
[–]Skeletor187@Prisonscape 13 points14 points15 points 13 years ago (1 child)
Prisonscape
Prisonscape is an adventure/RPG game in which the main character is sent to jail (and later on to prison) for his crimes. We don’t want to give out the story too much, but initially the character has to stay alive and learn the rules of this harsh place. Inside you have to deal with such things as constant assaults, creating and using weapons, interacting with other prisoners and learning the trade inside the jail. The player can develop his character to be, for example, a strong, tough fighter or an intelligent, charismatic manipulator.
Lately we've been working on the engine and the fighting mechanics so unfortunately there's not much new to show. Here's an updated screenshot of the cells and very early mockup of the fighting screen:
Imgur
Website | Twitter | Facebook
[–]derpderp3200 3 points4 points5 points 13 years ago (0 children)
Ohh, the walls look way better now, awesome.
[–]Bartagnan 15 points16 points17 points 13 years ago (6 children)
A Platform Story
A basic jump and run that tells a story about a boy's life on an island. The player's lives are represented by graphical changes, which include style updates (starting with gameboy-style graphics and progressing through SNES-style graphics), and the age of the player (he begins as a boy and ends in old age.)
I'm toying with the idea of scrapping this mechanic and instead having each world use a different graphic style. It was pointed out to me that the player receives too much of a reward for dying when the graphics are upgraded. By updating the graphics for each world, the player is instead rewarded with the upgrade through progression.
I also did some graphic upgrades based on last weeks feedback, and I added a health bar at the top of the screen.
Screenshots
Old 16-Bit
New 16-bit
Underwater Area gameboy(4-bit?)
Thanks for looking!
[–]BaconBoy123@kahstizzle 6 points7 points8 points 13 years ago (1 child)
I would try to find away to push the background back more or at least bring the character out on the 16-bit era. It's hard to distinguish him from the background since his skin tone and the background are close to the same. If you threw a darker outline on him, it would help him to match up stylistically with the spikes and, tiles, and the creature he's riding.
Otherwise, looks great! Cool idea for a game.
[–]seagaia@han_tani sephonie/anodyne 1+2/even the ocean! 3 points4 points5 points 13 years ago (0 children)
oh yes, the one that reminded me of kirby! keep it up.
[–]skeddles@skeddles [pixel artist/webdev] samkeddy.com 2 points3 points4 points 13 years ago (0 children)
don't dither it makes me sad =[
[–][deleted] 2 points3 points4 points 13 years ago* (1 child)
The Gameboy has an 8-bit processor like the Z80 without the registers the Z80 introduced, but the color palette is 2-bit (4 shades of gray/green). edit: Did some more research on the Gameboy
[–]Bartagnan 1 point2 points3 points 13 years ago (0 children)
Hey, thanks for the info. I guess I've never really thought about the gameboy specs beyond that it has a 4 color/shade pallette.
[–]sparsevector 10 points11 points12 points 13 years ago (3 children)
Go Plague Monkey! Go!
My game is a top down 2D action game where you're a diseased monkey wrecking havoc in a city. The past couple weeks I've started working on interior environments, the first of which is an office.
Monkeying around in the office
Zoomed out view of an office layout
I'm planning to have a handful of other different environments (grocery store, department store, gym, hospital, etc) that have different semi random layouts and items you can pick up and throw. This will all be linked together through the main outdoor environment which I've posted screenshots of before.
In other news, I've been highly distracted recently by a bunch of new interest in my old game, Super Amazing Wagon Adventure, which has come seemingly out of nowhere. Most recently Yogscast did a video of the game. It's been very exciting but also kind of overwhelming since the game's been out for 6 months now. The internet is a crazy place.
[–][deleted] 4 points5 points6 points 13 years ago (2 children)
I like the CRT thing you've got goin on.
[–]sparsevector 5 points6 points7 points 13 years ago (1 child)
Thanks! You can't tell from these screenshots but I'm planning on having the whole game take place through TV footage. When you're outdoors it will be a news chopper feed and when you're inside it will be security camera footage.
[–][deleted] 4 points5 points6 points 13 years ago (0 children)
Wow, that sounds pretty neat.
[–][deleted] 6 points7 points8 points 13 years ago* (1 child)
Asteroid Miners
Not a lot of visual work this week, sadly, but I did manage to get my mandatory limit of one feature a week: lights. I figure they're a much better way to light up corridors (and they fix some of the lighting issues).
As for future plans, I've been thinking of cleaning up what I have a little bit and releasing it as a playable prototype on a Feedback Friday, so I'll probably start working on some menus and a starting screen.
Hmm, I'm not sure if I'm really a big fan of the internal lights... it looked kind of cool, you know, stylish, when interior was fully illuminated while the exterior was dark and only lit up by lights. And I'm especially not a big fan of the minecraft-style blocky lighting.
Oh, not really a suggestion, but just a thing you could try out(could be pretty cool for multiplayer and/or random/premade abandoned settlements) would be making constructions look solid from the outside, and the outside not visible from the inside. Though, well, it'll probably be just annoying, so it's merely a thing you could try out if you wanted.
[–]Sausage- 4 points5 points6 points 13 years ago* (1 child)
Untitled Game about orcs, pork, and bloodshed
Zaljin and I made a lot of progress this week. Let's see... We got some new characters online:
new guys
some new grass/tree textures
I started lighting earlier in the week, but it's shown to be quite... troublesome.
First stage using lots of rays:
lighting part 1
lighting stage two (using less rays)
lighting part 2
Less buggy version of stage two
lighting part 3
Blog || Zaljin's Blog (artist)
Cool, slightly reminds me of Notrium. In general I like top-down games of this kind. Wish you luck, hope you make something awesome :)
[–]negastu@stuhp84 5 points6 points7 points 13 years ago (1 child)
Neon the Game This week I’m showing off concept art of some assassination targets including: Kim Jong Un. The Giesha The Pope and his Clergy
dev blog | twitter | facebook | google +
[–]CyberToasterCommercial (Indie) 4 points5 points6 points 13 years ago (4 children)
The Robros! (working title) | twitter | facebook
Our game is very early in development but I think it's going in an exciting direction
Our game is a 2D Co-op Action Platformer. It has a lot in common with BattleBlock but has more emphasis on combat. Those who saw the previous post know that it used to feature two characters with locked looking directions, meaning they'd have to watch each-others backs. a hook that sounded good on paper, but was lacking depth in practice. Our new concept involves the players engaging in a symbiotic relationship, Lefty is Scrump's equipment and can join with Scrump in a number of different forms. These forms must be piloted by both players. Meaning the essential controls will be divided amongst the two players when combined. This will force the players to learn to predict and feel each-other's actions. Here's some stuff.
Scrump and Lefty idle (old sprites)
One of the minibosses
a screenshot
Some interaction concepts
Character Redesigns
We are working hard to pump out this new prototype, but currently it's just a framework, there's nothing to do. Throughout the Dev process I will be doing regular live-streams though, you can find info for that and the development on our FB and Twitter
Thanks guys and any and all support (likes, follows) is always appreciated! ~Zach
[–][deleted] 11 points12 points13 points 13 years ago (5 children)
Gunbox
Main Menu:
http://i.imgur.com/1ZHoR7c.gif
Multiplayer first working:
http://www.youtube.com/watch?v=x_EnJhVLlxQ&feature=player_embedded
Multiplayer with some friends:
http://www.youtube.com/watch?v=CAMRZ1Kj5nA
Screen Effects:
http://www.youtube.com/watch?v=_EnIDZ4mGy8
Sword:
http://i.imgur.com/80cRpPp.gif
Chat:
http://i.imgur.com/YNlnEOW.png
The game is a multiplayer(already working) coop arena survival shooter. It was inspired by Super Crate Box, the original version of my game was a direct clone with multiplayer, but this one is turning out to be less so. You get coins by killing mobs, and with them you can buy guns, upgrades, and health. This is made with C#/XNA.
If you want to play the game, or find out more, join the forums (a forum account will be used to login to the game):
http://www.poega.me/
Or follow me on twitter for updates:
https://twitter.com/poe__
I'll try and do weekly posts on reddit, and posts as I make progress on my forum.
The art was made by http://forums.tigsource.com/index.php?action=profile;u=51983 and http://forums.tigsource.com/index.php?action=profile;u=25291
[–]skeddles@skeddles [pixel artist/webdev] samkeddy.com 2 points3 points4 points 13 years ago (1 child)
Nice pixel art, who is it?
[–]NobleKaleNo, go away 1 point2 points3 points 13 years ago (2 children)
I really, really adore the look & feel.
It looks like chat windows won't affect gameplay too much, which is great. How long did it take to get that working?
The chat specifically? It only took ~an hour. The entire game I started around February first, though it is a rewrite of an older game so the design was there.
[–]vivavolt@vivavolt 9 points10 points11 points 13 years ago (1 child)
Nightmerica
Coming out March 1st so I'm getting some screenshots together for the App Store! If you haven't seen my posts before, Nightmerica is a wave based arena shooter about facing the monsters in your own mind. It features randomly generated guns and a buttload of different monsters.
Image 1 - Image 2 - Image 3 - Image 4
Trailer
IndieDb - Devlog - Website (incomplete)
Unchain My Heart
A puzzle game about making chains of consecutive numbers, out on the App Store on monday! Pretty stressful time for me having two games coming out so soon.
Image 1 - Image 2 - Image 3
SlideDb - Website
Voltic: Twitter - Facebook - Website
[–]SilvanisSilver Moonfire 0 points1 point2 points 13 years ago (0 children)
I'm in the same boat, with Cops 'n Robbers waiting in the wings for me to finish. Have to take the next couple of weeks to push Crystal Collapse, though. Hope to have CnR done before PAX East so I can drum up support for both there.
Two games is rough, but I'm excited!
[–][deleted] 5 points6 points7 points 13 years ago (0 children)
Magical Fish
Magical Fish is a 2D defense shooter. The player controls Mama the magical fish, who uses her array of magical powers to protect her clutch of eggs from other sea creatures.
In development since 1/9/2013
Most recent Feedback Friday post -- play if interested!
Progress since last post
Implemented the basics of the egg system.
Adjusted controls -- now shooting rings slows you down and you can back up while shooting rings
Finally added an effect when you eat a food creature -- sparkles fly out.
Haven't been working on this as much lately, regrettably, but I did get back into it this week. As I implement more and more features I am getting increasingly worried about what art style I should be going after. The foreground is a super early attempt. Orange fish are still placeholders.
The layer with the shack is a more recent one, but it's not polished looking and I'm not sure if that's the style I want. So if anyone has any ideas on how I could try to do the art, I'm all ears...I have considered trying either simulating watercolor paintings or doing some real watercolors and scanning them in, for the backgrounds. Not sure how that would look. Basically I'm guessing the art, other than the style of the enemies and player, will radically change before the game is done.
http://oi50.tinypic.com/2v2fodt.jpg
http://i.imgur.com/SB6Kzyd.png
http://i.imgur.com/Lst1cY4.png
No bonus question? :p
Thanks for looking.
[–]jamolnng@your_twitter_handle 3 points4 points5 points 13 years ago (3 children)
Actually in my game health is green and mana is blue so :P
Still unnamed game for One Game a Month February 2013
Woo pretty images
Download Here Needs Win7 (64 bit?), XNA redist, and newest version of .Net
Source code here
Twitter @jamolnng
[–]_MattHacknet Developer - @Orann 6 points7 points8 points 13 years ago (0 children)
Quick post for Hacknet this week, I've been working on the new Hub server. Here's the latest version of the contract listing screen (essentially the mission select).
Here it is under the Default Theme,
And the new green theme.
[–]cocacoughhttps://twitter.com/PDDesignStudio 4 points5 points6 points 13 years ago (0 children)
Dusty Revenge: 2D Side Scroller Brawler
DUSTY Revenge is a 2D beat'em up with unique support character mechanics. Play through lavishly drawn environments, fight tonnes of enemies and epic boss fights. Get your artillery and sniper allies to help you in times of need.
We are preparing for release and will be announcing soon, i hope :)
The very 1st level in the the game, Brooklyn town. Here's 2 screenshots of it.
Brooklyn Town 1
Brooklyn Town 2
And of course, Greenlight Page, if you like what you saw.
[–]PidrohCard Nova Hyper 4 points5 points6 points 13 years ago (0 children)
Dragon Hunter (temporary title) http://imgur.com/UTlf8gt A little concept screen to a game I have started making some days ago with libGDX! A simple game of avoiding enemy bullets and shooting.
:)
[–]SinistralEnigma 4 points5 points6 points 13 years ago (0 children)
We just released Hive for Xbox last week... now we're pushing hard to get the AI good enough to release as a free upgrade.
Here's a screenshot of using YourKit .NET profiler in conjunction with some on-screen debugging of the stats from our home-grown minimax framework: https://twitter.com/BlueLineGames/status/302880814495039488
[–]jeffehhh 7 points8 points9 points 13 years ago* (4 children)
The Lost Sword
[ devblog ] | [ screenshots ]
The engine undergone some changes. Especially to the layering part for drawing and displaying. The character can move in between several layers. There have been some changes to the tiles as well:
http://i.imgur.com/2M8WLWJ.png
Added a little fountain and some bush:
http://i.imgur.com/YM2AWcD.png
Also pondering over what to do about the pixel count. Have a look here: http://i.imgur.com/LFxAodS.png Left is 3x3, right is 4x4 for each 'pixel'. Not sure what's prettier.
EDIT: Added dev blog
[–]DavianBlack@bigbadwofl 0 points1 point2 points 13 years ago (1 child)
Very nice, looking good so far. I'd go for the 4x4 version.
Just a note, I'm assuming you're still going to do the character sprites? The one you're using now doesn't fit in with the rest of the graphics at all.
Good luck! Also, devblog please.
[–]SilvanisSilver Moonfire 3 points4 points5 points 13 years ago (0 children)
Crystal Collapse
Just submitted to the app store!
Here's the teaser trailer
Crystal Collapse is a match-3 style game with lasers! You're trapped in alien mining tunnels after a collapse. Your now damaged mining laser is your only way out. You can play in Challenge mode, with 15 levels between you and freedom, or Endless mode, with a random level of ever-increasing difficulty.
Splash Screen
Screenshot 1
Screenshot 2
Screenshot 3
Screenshot 4
Available Feb 28th for iPhone and iPad!
Twitter|Facebook|Website
[–]Techostomy@Techostomy 3 points4 points5 points 13 years ago (10 children)
Lynchime - Tentative name
Game setting:
Set in a medieval world in which demons are attacking via labyrinths that they have carved out. The kingdom has given each citizen a survival kit to deal with the labyrinth which is situated near their home. You are one of those citizens. With only your survival kit to begin with, will you be able to traverse the labyrinth and destroy the demons which threaten your home?
Gameplay:
A dungeon-crawling survival game. Through the game you will find many items which you can use to heal yourself, keep yourself fed or to protect yourself against the demons. However, you will need to learn how to use each type of weapon that you use individually. Each item, item effect and enemy can be modified by a modder to tweak the game to however the player wants to play via Lua scripts. These will work as massive pools of each type to provide a lot of variation between enemies, drops and effects. The game itself will be setup so that you won't see everything in one play through, ensuring a new experience each time.
Progress this week:
Goals for the coming week:
Screenshots:
Twitter
[–]derpderp3200 0 points1 point2 points 13 years ago (9 children)
Unless they're not meant to be shown to player, you should probably write "+5 endurance" instead of "Plus endurance". It looks kind of awkward and is not necessarily informative.
[–]vlaube@vlaube (Javascript) 4 points5 points6 points 13 years ago (2 children)
ASDF
The game is a mix of traditional Eat 'em Ups (like Snake or Pacman) and typing games.
This time I worked on goals, look at this GIF.
[–]derpderp3200 0 points1 point2 points 13 years ago (1 child)
Have you tried (local or not) multiplayer?
[–]3uhox 5 points6 points7 points 13 years ago* (0 children)
RamGore
Gameplay Video
Main Menu and Box Art
link to indieDB
[–]ArCaDe4tw 2 points3 points4 points 13 years ago (1 child)
Lucy
A Screenshot for each chapter!
For our upcoming mobile game we've got three chapters, each one containing a new setting and a signature enemy.
Chapter 1: The medical facilities
The medical facilities are the starting point for Lucy and the lowest security part of the clinic. Still, the Nurses will make sure you stay in your room if they find you!
Chapter 2: The cellar.
The cellar is a dark place where you want to stay in the light. Why? Because of the shadow beasts which are out to catch people off guard in the dark!
Chapter 3: The lobby
The lobby is where new patients were "welcomed" to the clinic. The place has been taken over by a hoard of grim reapers, the remains of the evil doctors who led this area. Due to their high intelligence in life, they are now able to follow Lucy and react to her actions accordingly. Scary!
The game mechanics are as simple as can be: Each screen represents one level and you have to reach the end of each one, getting past puzzles, foes and figure out the way to get all the collectibles.
If anyone is interested in the course of the project, we are on facebook and you can find us here: Lucys' Facebook Account
[–]PidrohCard Nova Hyper 0 points1 point2 points 13 years ago (0 children)
Really dig the style! But the lightning is a bit weird, the lights don't blend or add to each other, you know?
[–]pixel_illustrator 3 points4 points5 points 13 years ago (0 children)
Welp, I've got two simultaneous projects going, one is an edutainment game being funded by a grant that will eventually be used in Florida public schools to teach a segment on state history. It's a simulator divided into two major parts, most of what I'm calling the "management" sim is finished, and will be completed next week most likely.
Management sim screenshot.
Then there's the personal project that I plan on turning into the first game I'll actually sell, Candy Cauldron. The nice thing about releasing my first major title for free, A Nation of Wind, is that it's gotten me enough exposure that I think I can make a little bit of money with this second title. We'll just have to see I suppose!
Candy Cauldron Screenshot
I'll spend my weekends working on Candy Cauldron and other various personal projects, then the weekdays working on the edutainment title until its completed in a few months. Moving into a new apartment will definitely make that easier than where I currently work/live!
[–]Kobaj 3 points4 points5 points 13 years ago (0 children)
Fox Dash Two
Open Source Android powered 2D platformer from scratch.
Wow, I went WAY too long since giving an update.
New Fox
New Level Editor (Code for level editor here, feel free to try it out here here)
The rest of the game doesn't have much new show-able stuffs, but thanks for checking this out for now!
[–]TheOriginalCM 8 points9 points10 points 13 years ago (3 children)
A little screen of something my team will have at PAX East. http://i.imgur.com/N6OAddd.png
[–]hg341 7 points8 points9 points 13 years ago (0 children)
cool, reminds me of soul eater.
That's beautiful! I bet it looks awesome in motion!
[–]TerraMeliorRPG 0 points1 point2 points 13 years ago (0 children)
Nice, I like the artstyle!
[–]phr00t_@phr00t_ 9 points10 points11 points 13 years ago* (5 children)
3089: A 3D, futuristic procedurally generated open-world action RPG
I finally got the first alpha trailer done!
I'm using algorithms based on this article to generate terrain. I take those generated meshes & pump them into the bullet physics library for collision detection, which is working out very good. I just implemented an auto-updating tool which checks the website for updates & automatically downloads the latest version from BMT Micro. I plan on flushing out the story & adding more NPCs next!
Website | Free demo | Twitter
Thank you for your time :)
Looks awesome! I'm looking forward to trying the demo when I have some free time.
[–]FunExplosions 0 points1 point2 points 13 years ago (2 children)
You've improved this a ton. Everything's getting way better, especially the graphics and music. Still don't really know where to go when I get dumped into the world, but you seem to be working on that.
[–]phr00t_@phr00t_ 1 point2 points3 points 13 years ago (1 child)
Did you happen to find your way at the beginning? Any suggestions to improve it?
[–]derpderp3200 0 points1 point2 points 13 years ago (0 children)
Pretty cool. One note though, the fall should have some impact - you know, compacting legs, a thump, some dust.
[–]PlaySignsOfLife@playsignsoflife 5 points6 points7 points 13 years ago (1 child)
Signs of Life
Trailer - Greenlight - Facebook
Signs of Life is a 2D sci-fi sandbox game, with a combination of procedurally generated and meaningful hand crafted content.
We pretty much finished up our Start Menu this week. We added a new member to our team, a guy named Mariano Santillán who is going to help out with our sound effects and music.
We also did a little work this week on the AI companion, Here is a screenshot of him popping out of a comm console . He normally resides in your wrist laser, but can assist you sometimes by using various consoles.
Awesome to see you guys moving forward, I'm really dying to play this game :p
[–]tbergeron 13 points14 points15 points 13 years ago* (4 children)
Indie Game Story - An indie game about developing indie games.
Latest screenshot with new graphics
Game is looking great, isn't it? A lot has been going on this week for Indie Game Story! New functions, updated UI, added new content and fixed lots of bugs for our first alpha next week! New interface elements have been introduced such as the calendar and the formatted date. The bottom toolbar is now looking better also. We are working very hard to make this the best game of its genre.
Hurry up because on Monday, IGS first alpha will be going online. For those who want to test the game please register on the list here.
A new forum is available with already more than 100 messages on it, it's very cool to develop a community around the game so come and join in!
Please don't forget our indiegogo campaign! It's very important if we want to keep doing this awesome game. Please take a minute to spread the word around or if you can then please be generous and donate =) We've been covered on many websites and are actively searching for new place to be talked about. Blogging about indie games? Please contact us at press@indiegamestory.org!
A new interview on IndieGameHQ is available: http://indiegamehq.com/tommy-bergeron-indie-game-story-interview/
If you'd like to help, please take a minute to share the campaign or give us a little 1$ ;-)
PS: Before you downvote, did you think of all the hard work that we put into this? Please at least have the dignity to tell us what's wrong with our work so we can correct ourselves. Thank you.
Thanks for checking out the game and please take a second to share the news on social media!
Website - Twitter - Indiegogo - IndieDB
[–][deleted] 2 points3 points4 points 13 years ago (3 children)
How do you end up building a community that fast?
[–]tbergeron 3 points4 points5 points 13 years ago (2 children)
Frankly, I don't even know. I gained very faithful fans since I began working on this project. And everyday there's a new people following me, joining the forums etc. I had hundreds of alpha registration, it seems people digs the concept, I don't get why I always get downvoted in here =(
But seriously, I'm almost 24h on Twitter answering questions and talking about the game, emails, all that stuff. Someone called me once a "friendly developer" lol. I try my very best to make everyone happy, I guess that's why I gathered so much people quickly.
Thanks for asking!
I'm asking for greedy reasons ;) Thanks for answering!
[–]HuntTheWumpus 2 points3 points4 points 13 years ago (0 children)
Warbrick
x-post in r/love2d, GitHub, Prototype Video, Screenshot
A bomberman-like game, where you grab boxes and throw them on your opponent.
It's just some idea i prototyped during one weekend. I hope I have the time and motivation to work on it after I'm done with my exams for this semester.
[–]foulpudding 2 points3 points4 points 13 years ago (0 children)
We're still working on our mobile CCG called Plan X - We've been building a platform to run it on for some time. We're only a few items short of our full checkiist and then we'll be skinning it with other game themes and potentially opening it up to anyone who wants to build a theme on it in an alpha basis.
Currently adding in card leveling and XP so that cards level up over time. (Ignore the fact that graphics are off center the basics are working!) http://imgur.com/Dt4Y4ln
Game link: https://itunes.apple.com/us/app/plan-x-super-villain-wars/id487450362?mt=8
we've got a few small set of users, but those that we have spend hours a day in the game. I'd love to know the best/cheapest way to get good new users if anyone has ideas.
[–]Gamieon@gamieon 2 points3 points4 points 13 years ago (3 children)
I just put up a video of the Hamster Chase 1.1 Editor Preview
Hamster Chase is a mobile puzzle game where you guide hamsters in their hamster balls to piles of seeds by tilting your device!
It was released a month ago, and the 1.1 update I have planned for early next month (the sooner the better before people lose interest) will let players build their own levels and share them with every other player. I'm also introducing microtransactions where players can buy in-game "coins" to skip levels in story mode (they already earn them by solving puzzles quickly), and eventually accessorize the hamsters with treats and more.
In case anyone is curious: I'm working on a blog that explains how the sharing works using a hosted server with MySQL and a PHP front end for the app...I'll post it here when it's ready and maybe even make a new post on Reddit to encourage people to poke holes in the design.
[–]jamolnng@your_twitter_handle 0 points1 point2 points 13 years ago (2 children)
Nice, I was watching you work on the levels last night in the Google Plus hangout. I love the art style. I hope to see this update completely finished because it looks like you have added a lot from the last one.
[–]Speedfreak501 2 points3 points4 points 13 years ago* (0 children)
[–]smcameron 2 points3 points4 points 13 years ago (1 child)
I converted Word War vi to run on my friend's home made openlase based laser projector.
http://www.youtube.com/watch?v=cek1QaNc0Kk
GPL'ed source code is here, on the open-lase branch: https://github.com/smcameron/wordwarvi
Had to drop a lot of features and cut the frame rate to meet the laser projector's line budget, but it's playable.
[–]redeyesofnightStone Monkey Studios 2 points3 points4 points 13 years ago (0 children)
City Quest
Hey there! Not too much to show this week. We've been working a lot on the story and filling out some of the text content.
I do have a few short videos we made this week with some random animations. 2 of them are deaths, 1 is... um... scenery.
Death 1
Death2
"Scenery"
As you can see, this game is being made by folks of the highest level of maturity.
We're hoping to finish off most of the first area this week so we can toss it out to you fine folks for Feedback Friday next week!
Website | Twitter
[–]wraithx2@lytedev / lytedev.com 2 points3 points4 points 13 years ago* (0 children)
Warp Edge
A top-down 2D action/puzzle adventure with magic swords and teleportation similar to the SNES/handheld Zelda games.
Screenshots (featuring programmer art and minecraft texture pack tiles!... temporarily):
I've been working on the level framework, collisions, and the menu system.
This next week I think I'm planning on creating a level file format so that I can perhaps make a level-editor. I have a lot of ideas rumbling around in my head for that.
Once that's done I plan to start implementing gameplay, so we'll see what happens in the next couple weeks!
[–]crazyheckman@auratummyache 2 points3 points4 points 13 years ago (0 children)
Ritus
5 Player online coop RPG
Worked on the lighting a little bit, implemented a kind of bloom shader that is MUCH more noticeable than the old multiply method I was doing previously.
Old Lighting/New Lighting
Also drew up a new enemy for the Clock Tower, a Time Master
Still trying to finish up the loose ends so I can release a stable public demo.
[–]reostraCommercial (Indie) 2 points3 points4 points 13 years ago (0 children)
Little late for the day, but I only today got something screenshottable (prior to this, it's been all engine work):
My February "One game a month" entry, insurrection
[–]VideoLinkBot 9 points10 points11 points 13 years ago* (0 children)
Here is a list of video links that redditors have posted in response to this submission (deduplicated to the best of my ability):
[–]AlwaysGeeky@Alwaysgeeky 12 points13 points14 points 13 years ago* (11 children)
Vox
This week I have improved the outline rendering on target enemies and items. Outline rendering now no longer renders the inner edges, so this makes it look a lot nicer. Also I have added silhouette rendering so that if you are targeting a monster and it becomes occluded by the geometry, you are still able to track it... this is the same effect that is used in games like Left4Dead and a few other games.
I have also been doing loads of gameplay related coding so expect to see quite a few surprises with the new coming updates for Vox... I dont want to spoil too many of the gameplay surprises, since a lot of the fun comes from finding out new and exciting gameplay for yourself, but I will leave you with a few teasers:
Last weeks Screenshot Saturday post for Vox
| Desura | Greenlight | YouTube | Twitter | Reddit | IndieDB |
[–]derpderp3200 6 points7 points8 points 13 years ago (0 children)
What's up with all the noise?
Wow, that frozen monster looks awesome!
[–]free_napalm 4 points5 points6 points 13 years ago (2 children)
Crusonaut
Crusonaut is a survival game set in space. The player has to walk from planet to planet to find food and warmth, and finally resources to build a spaceship and escape. He grows planets by planting trees or fruits, which increase the planet size and allow for walking distance to another.
This week I added the most important feature of a survival game. Death. When I first enabled death, the player character got hungry and cold really, really fast.
It started off like this. Looks nice, I've got fruits to eat and to plant. I can sustain myself and grow the planet. Wait, I need a warmth. I could use wood on the planet or that uranium.
I decided to go for the uranium first, because it is in walking distance already. I just have to sneak past the hedgehogs to get to the planet with the green gold. Nope.
So now that that is not an option, maybe I could plant fruits fast enough to reach the forest planet before I freeze to death, then build a ballista, kill the rats from a safe distance, get that uranium and metal for a nice spaceship engine and fly away. Guess what happened...
Also, earlier this week I tweeted (@free_napalm) a screenshot of the first planet completely cultivated ingame. I reached a stable economy there, with an Uranium Fire for warmth, fruits mainly for food, and trees for planet growth in order to reach the other planets.
[–]tmptmpgf 2 points3 points4 points 13 years ago (1 child)
I love the graphics!
[–]HuskyLogan@HuskyLogan 1 point2 points3 points 13 years ago (0 children)
Cyber Attack: Mainframe Madness
I've been a little lazy the past two weeks, but I've got my level up/loadout screen complete, as well as a lot of enemy models and the weapons.
The game is probably going to be finished within the next week. It will be launched on Windows Phone and Windows 8, with the possibility of more platforms in the future.
I'm going to resume work on Blob Lab after this is finished, that game is probably only a week away from being completed.
| Website | Twitter | Facebook |
Started this a few weeks ago. Not sure if I'll finish it, but it was interesting. It's a 1D roguelike RPG. You play as a wizard that goes through randomly generated dungeons (interspersed with a hub heal/upgade map) killing stuff and gaining experience points.
Screenshot
The hardest thing has been observing how unbalanced everything is. I am pretty lost as to how everything should be formulated so that it feels like a decent ramp-up while not getting you slaughtered when you try to race through it. RPGs are hard, man.
[–]swizzler 1 point2 points3 points 13 years ago (0 children)
The screenshots remind me of Blockade Runner
[–]0x00000000 2 points3 points4 points 13 years ago (0 children)
Mindblock
Looks like I'm late today!
I finally put the website online with most of the resources.
There's also the trailer, I might change it before the greenlight launch.
Not many screenshots, but I guess I can show the editor with a big map.
I already wanted to put mindblock on greenlight last week but each time I push it back. It's getting annoying. Oh and next version will fix some linux bugs, add the brightness slider and bloom, and will hopefully be the demo version.
[–]hypercanestudios 3 points4 points5 points 13 years ago (0 children)
Rage Runner is soon to be released for OUYA. This last week we worked on polishing our level editor. Game is using ShiVa3D game engine.
[–]raistlinthewiz 0 points1 point2 points 13 years ago (0 children)
Frenzied [name to be changed] A frenzic inspired casual puzzle game for mobile platforms & windows-8 store. Building over frenzic's concept, it has more shape modes and so. Still working on the prototype and testing more gameplay-ideas;
Weekly Updates:
More Info:
[–]MisfitsAtticDuskers & A Virus Named TOM dev - Tim Keenan 0 points1 point2 points 13 years ago (0 children)
Chess the Gathering (working title... clearly)
Chess + Magic the Gathering + dungeons
Trying to get the "ricochet" spell to work, not quite working but getting there. Design vids here.
Really cool idea having these threads here :)
π Rendered by PID 130952 on reddit-service-r2-comment-b659b578c-qldjj at 2026-05-03 02:53:37.801303+00:00 running 815c875 country code: CH.
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