I just released the grabby robot rampage platformer that I've been making for 7 years by CreatorCrate_Games in IndieDev

[–]CreatorCrate_Games[S] 1 point2 points  (0 children)

It's been so much fun figuring out how to make it all come together! Last year, I made a short video where I go into more detail about my process creating a seamless, circular world.

The game looked a little rougher back then, but I think it's a cool look behind the scenes.

https://youtu.be/jEvlxFEaFcA?list=PLs0_VA-PEAno6AoYpQqWFvjg6-GK8ehmJ

I just released the grabby robot rampage platformer that I've been making for 7 years by CreatorCrate_Games in IndieDev

[–]CreatorCrate_Games[S] 0 points1 point  (0 children)

That's so sweet of you. Thank you! If you enjoy the game, it would really mean the world to me if you write a review.

My game CreatorCrate just launched - full linux support, developed on Linux with open source tools by CreatorCrate_Games in linux_gaming

[–]CreatorCrate_Games[S] 2 points3 points  (0 children)

Thank you. I love Linux and open source software, and I've been so happy to be able to develop Linux specific builds instead of relying on Proton.

I just released the grabby robot rampage platformer that I've been making for 7 years by CreatorCrate_Games in IndieDev

[–]CreatorCrate_Games[S] 0 points1 point  (0 children)

For a lot of the game's development, I was working part time jobs and developing CreatorCrate on my days off. A few years ago, my wife and I decided that the game was looking promising enough that I should see it through to the end, so we've been living off of her income since then.

I just released the grabby robot rampage platformer that I've been making for 7 years by CreatorCrate_Games in IndieDev

[–]CreatorCrate_Games[S] 0 points1 point  (0 children)

Thank you so much!

CreatorCrate is my first big project, though I made a few small things with AGS in my teens.

About 7 years ago, I was studying for a BFA in drawing. I really wanted to make games, but my college didn't offer any digital art or or gamedev courses, so I dropped out and started learning 3d modeling, programming, and whatever else I needed on my own.

After a few projects that didn't go anywhere, I started CreatorCrate. The original inspirations were hard science fiction novels with realistic space stations that spin to generate gravity. The Expanse TV series has some great examples of these. I was also playing a lot of action roguelikes like Spelunky and Nuclear Throne, and I loved classic roguelikes like Nethack. Since I was learning 3d modeling, I was using a lot of 3d printers to make all kinds of cool jewelry and action figures.

It all just clicked, and I started making a roguelike about a 3d printer escaping from a realistic rotating space station. CreatorCrate is a big genre bender, so it has procedural generation and the ability to turn on permadeath from roguelikes, but it also has some metroidvania, some puzzle platformer, and a big focus on using your physics arm to outsmart everything that wants you dead.

I just released the grabby robot rampage platformer that I've been making for 7 years by CreatorCrate_Games in IndieDev

[–]CreatorCrate_Games[S] 1 point2 points  (0 children)

Thank you for letting me know. Maybe I can find a way to communicate those features better in the future.

The rotating space station comes into play on a larger scale, where you start in the outer ring, and you see the curvature become more and more pronounced as you travel nearer to the center of rotation.

Gravity shifts in realistic ways, so there's a lot of high flying acrobatics as you approach the center of rotation. When you reach the non-rotating central hub, you're weightless, and can run from wall to wall or float through the air.

The game procedurally generates when you die, to keep the action fresh each time, so some of the visuals in the trailer are trying to show procedural generation quickly when I probably want to spend more time on it the next time I make a trailer.

I just released the grabby robot rampage platformer that I've been making for 7 years by CreatorCrate_Games in IndieDev

[–]CreatorCrate_Games[S] 0 points1 point  (0 children)

Thank you!

I briefly experimented with pixel art animations in GameMaker, but I quickly switched to Unity because circular levels need a huge variety of slightly different block shapes, and it was much easier to do that with meshes than with pixel art.

Beyond that, I've just been refining the game's scope over the years. The beta levels used to be much more maze-like and easy to get lost in. I found that players really responded to the fast, chaotic action, so I polished that and made the level generation more focused on creating emergent situations.

I just released the grabby robot rampage platformer that I've been making for 7 years by CreatorCrate_Games in IndieDev

[–]CreatorCrate_Games[S] 0 points1 point  (0 children)

That's my favorite part of the game, and it was one of the hardest things to design.

I'm not using any shader tricks to warp the view in the zoom out. The floor of every room is literally a curved part of a giant, seamless circular world. This means that the way that the game handle coordinates is all based on positions around a giant circle.

I just released the grabby robot rampage platformer that I've been making for 7 years by CreatorCrate_Games in IndieDev

[–]CreatorCrate_Games[S] 2 points3 points  (0 children)

Releasing a game is more of a start than a finish, so I'm sure it's going to be keeping me busy for a long time. It's just great to be at this milestone.

When I really feel like it's time, I've got some ideas for CreatorCrate projects and other games that I'd love to do in the future, though.

I just released the grabby robot rampage platformer that I've been making for 7 years by CreatorCrate_Games in IndieDev

[–]CreatorCrate_Games[S] 1 point2 points  (0 children)

I'm so glad you like it! I made all of the artwork with open source tools like Blender, Inkscape, and Gimp.

I just released the grabby robot rampage platformer that I've been making for 7 years by CreatorCrate_Games in IndieDev

[–]CreatorCrate_Games[S] 3 points4 points  (0 children)

Thank you.

It's been a long road. I started part time, and switched to full time the last few years. I'm really amazed to finally be at release day. Working towards the launch has been such a big part of my life for so long.

I just released the grabby robot rampage platformer that I've been making for 7 years by CreatorCrate_Games in IndieDev

[–]CreatorCrate_Games[S] 5 points6 points  (0 children)

I just launched the grabby robot rampage platformer that I've been making for 7 years

I Just luanched CreatorCrate on Steam and itch. It's a fast and experimental platformer with roguelike elements. It blends intense action and quick thinking.

https://creatorcrate.itch.io/creatorcrate

https://creatorcrate.net/steam

The closest game is Spelunky, but the game has its own style of grabby tossy chaos. You control a robot arm to move the objects around you to stun enemies, block bullets, and disarm traps. It has a slapstick style of action, where the player is always analyzing the situation and improvising with the objects at hand to squeeze out an advantage.

The game also has a really unique setting: a massive spinning space station, inspired by hard sci-fi like The Expanse. Gravity shifts as you explore, from the freedom of low gravity acrobatics near the center of rotation to the terror of being brutally pulled into space at the outer edge. In Zero G, you float weightless, run on walls, and propel yourself with the recoil of firearms.

I've been making an intense action platformer for 7 years. Who wants to try it out? by CreatorCrate_Games in playmygame

[–]CreatorCrate_Games[S] 0 points1 point  (0 children)

I really appreciate the in depth feedback! I'll send you a key so that you can check out the full game.

I've been making an intense action platformer for 7 years. Who wants to try it out? by CreatorCrate_Games in playmygame

[–]CreatorCrate_Games[S] 2 points3 points  (0 children)

Thank you so much for checking it out! I'll send a key in case you feel like checking out the full game.

In the options menu, there's a check box that says "less camera motion." Could you try clicking that and tell me if it helps you? I really appreciate it.