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Found 29 results

  1. Hello! Monika here from Boomzap, creators of strategy game Legends of Callasia. It was our first game in that genre and it was a huge learning experience for us, so now we're working on our next strategy game. Last Regiment is a fantasy-themed strategy game with single-player campaigns and simultaneous turn-based multiplayer wherein all players plan and resolve their moves at the same time. It takes the best parts of Legends of Callasia, makes a bunch of neat changes for a faster, deeper, and more strategic game, and allows player to design their own levels through its built-in map editor. The game is still in its alpha stage, but we are opening its development progress and livestreaming it on Twitch! The weekly dev stream starts on April 19 10PM EST at Most, if not all, of the art we'll be making for this game are hand-drawn and digitally painted. Here's Olivia, our lead character. If you can guess from this close-up image, we are building the game in a fantasy world set in the mid 1700s. I'll be posting our progress here, with screenshots and wips, after our first stream. For more details, you can visit the following links: Website/Blog: Discord: Facebook: Twitter: Twitch: IndieDB: Reddit: Steam Group:
  2. [DevLog] Stirring Abyss

    Hiya folks! I'm Juhani from Sleepy Sentry, a young indie studio from Finland. We're a three-man team, and we've previously published a couple of simple mobile games that we created while studying. Last summer we took the step to working on the company full time, and started development on a PC game; in many ways the game we wanted to make: Stirring Abyss is a strategy / storytelling game with a Lovecraftian tone, set in the freezing depths of the ocean floor. We're not quite releasing screenshots as of yet (the UI is in terrible shape), but the game features all hand-drawn 2d isometric graphics. The player controls the survivors of an early cold war U.S. Navy submarine that sunk to the bottom of the ocean in a mysterious accident. They find themselves among the ruins of some previously unknown civilization. With their vessel in dire need or repairs, and supplies running low, they venture out into the abyss in a desperate attempt to survive and return home. During the course of the game, the player faces many difficult choices. The core strategy gameplay loop which focuses on a risk-and-reward dichotomy, where quicker exploration yields more results, but also requires the very depleted crew to spread themselves thin. Stirring Abyss also features text-based storytelling events with complex choices and interedependencies. We're working off a rogue-like philosophy, with elements of the game world and the story being dynamically generated for each playthrough. Some pre-alpha screenshots: I'll be posting updates here as we go, although since it's manual work it may take a moment after stuff gets posted on our blog and social media. If you have any questions I'd love to answer them, and at this point any feedback is welcome but I imagine there will be more opportunity for that as we can actually show more of the game. Feature Spotlights: Spineskulker "Darkness and silence hang upon the abyss like a funeral cloth, but what truly terrifies me is that this place is not lifeless. It is asleep, and something stirs in the gloom..."
  3. Trailer: Quick InfoRelease: October 2018 for PC / Mac / LinuxGenre: Life-SimPre-Alpha Prototype Demo: My Twitter (game updates and personal posts) | Game Twitter (game updates + screens only) SummaryMy name is Josh, and I'm a solo dev working on Village Monsters, a life-sim game taking gameplay inspiration from the likes of Animal Crossing and Shenmue, with visual and tonal inspirations from the Mother series.Village Monsters is set inside the world of an abandoned video game. Over time, the monsters that once served as enemies in a generic fantasy RPG grew tired of all the waiting around, and eventually decided to abandon the whole 'bad guy' thing entirely.They've thrown away their axes and fireball spells and now live a peaceful life in a sleepy little village in the 'country'.You are a player booting up the game for the first time in decades, finding yourself as the sole human living among this village of (mostly) affable monsters. FeaturesHere's an incomplete list of things you can do in Village Monsters: Purchase, furnish, and upgrade your very own house. Hang up some new wallpaper! Plant a garden! Sit atop a golden throne you found in the woods! Pick up a new hobby, like treasure hunting, cooking, critter catching, or fishing. Donate your findings and creations to the Historical Society of Monsters Meet a boatload of rambunctious and whimsical villagers with their own personalities, schedules, and problems to solve Experience total immersion thanks to a robust day/night cycle, seasonal changes, dynamic weather, and a packed calendar full of events and holidays Explore a bizarre digital world that’s been transformed by its abandonment Bring back the treasures from your expeditions to decorate your home and village Unravel a unique story through dialog, environments, descriptions, and other esoteric means Enjoy the deep satisfaction of dog ownership Discover a world brimming with lore where every area, villager, and item has context and background Solve mysterious and other quests, and enjoy rewards that can upgrade your house and village Complete a massive compendium full of collectibles and secrets News & UpdatesHey Idle Thumbs duders! I've actually followed Remo, Rodkin & the Boyz for like a decade now, which is weird to even realize, but I've never been one to post on the forum. For the past 5 years or so I've struggled with depression, anxiety, and at my lowest point contemplated some pretty dark shit. Late last year I reached my breaking point and vowed to turn my life around. Since then I've made a lot of life changes I won't bore you with, but the relevant one to this topic is that I saved up a bunch of money, quit my job, and have dedicated myself to achieving the dream I've had since I was 8 years old: make a living from creating video games. Village Monsters is my first attempt at just that, and I've been at it since January of this year.There's a pre-alpha demo that was released last Sunday (07/09/2017) that you can check out. I'd really only suggest taking a look if you're familiar and comfortable with this type of early gameplay, but as you might suspect I would absolutely love any feedback you haveI've begun the 'Long March to Alpha' which will last through the rest of the summer, and you can look forward to weekly devlogs posted here each weekend.Lemme know if you have any questions, comments, insults, or anything else!
  4. Call of Saregnar RPG

    Hi everybody. I thought I'd share with you my old-school story-centric tactical role-playing game Call of Saregnar. It is a project I've been working on in my spare time for the last couple of years, and I expect many more years of development ahead. As an introduction, here's my vision: A Mature Story, A Believable World A deep and engaging story with charming characters unfolds over ten chapters filled with murder, mystery, intrigue and suspense. The world is low in fantasy, and magic is rare. Despite that, you will encounter some creatures coming straight from mythology, but giant rats and slimes have been evicted from this universe. In the game you take control of a small group of unique charactes, each with their own backstory, personality and ambitions. As you progress through the world, they may join or leave you and they do interact with each other, giving you clues and directions on your quests and help you unfold the intricate story. 1990’s Old School Look Call of Saregnar features a 1990’s inspired 2D + low-poly 3D look, so you can get immersed into what’s most important: the story and gameplay. Let your immagination do the heavy lifting! Oh, it also features real actors! Freedom to Explore Despite being a story-driven game, the world is always open for exploration, so there is nothing stopping you from exploring the whole map in the very first chapter! Tactical Turn-based Combat Combat is turn-based and each opposing party starts roughly at the opposite side of a grid-separated battlefield. The party that has the initiative, starts first, moving all of its characters. After one side has moved all of its characters, the opposing party gets to move. There are a number of highly-strategic spells to be used in combat, not just damage-dealing ones, so you have to plan accordingly if you want to succeed. Detailed Party Management The characters you play are alive, so it means that they get thirsty and hungry, they feel cold and heat, they can also fall ill and must be taken care of. Fortunately for you, micromanagement is not completely manual as characters will feed automatically, as long as they have the food in their inventories. When you're traveling through snow, it is best to have heavy clothes in your inventory or your characters will fall ill or worse. You'll also need to heal their illnesses manually, for example. Talking about clothing, boots do wear out, so be sure to watch the condition else your characters might end up walking barefoot. You should also regularly take care of your weapons - oiling the bowstrings and swords, repairing armor, etc… – as they get damaged. Character Development While your characters’ attributes rarely change, their skills advance on a per-use basis. Skills can also be learned from a trainer or by reading a book. Encounters In a land as rich as Merrentar, you can expect to run into a variety of events that will affect your journey. These events may go from falling into enemy ambushes, discovering particular interesting spots and places, meeting traveling merchants or bandits, perhaps wild creatures, wounded travelers, a neat trove of herbs, a set of game tracks... all of these events are greatly affected by the various party skills. Unique Magic System To gain divine favor from the gods, pray and give offerings in the form of money, food or other valuables. Divine favor is you magical pool from which you can cast unique highly-strategic spells. Items Although the game has fewer weapons and armors than the average RPG, each item is that much more detailed and fleshed out. Finding new equipment brings significant benefits as the difference between the old and new is now actually noticeable. Grey Matters CoS challenges you to think and pay close attention to everything you read, because often that's the only way to complete sidequests or even main objectives. There are no quest markers or objectives, only a quest log with your past conversations for reference. If you want to know more about my project, visit the game's page at Thanks for looking!
  5. [Release] Prepare for the Jelly

    It's an itchio! The game is released, but I'll keep polishing it up during this week. The game page: The WJ entry page: Original post with lots of outdated information below: Let the Jams begin! It's a tower defense game with enemies based on all of your favourite jelly-related things! jelly enemies Not too sure about these yet, especially the locomotion. One idea is that the basic jellies and jellyfish are pushing the other objects like siege equipment. This can lead to problems where all the pushing jellies get killed and the other things just sit there. Upping the HP of the pushers over time might be able to solve that. basic jelly/jelly(jello) mold - "slimes", move but have no abilities, different kinds/sizes with varying HP toast with jelly - the toast absorbs some of the damage jelly-filled donut - has a little bit of armor before its HP are reduced jar of jelly - has lots of armor and reflects a bit of damage(to your towers or other jellies nearby), turns into regular jelly once armor is gone jellyfish - is faster(?), has an ink-related ability(disable tower temporarily? cloak nearby jellies?) royal jelly - sends out bees when damaged? could be some sort of boss petroleum jelly - damaging(or just killing?) it causes the surrounding jellies to heal slightly towers All the towers are shooting pieces of *********(Ananas comosus), kiwi, mango and other fruit that prevent gelatin from setting. These will probably be upgradable(if there is time). Not sure yet if these can be damaged by the jellies. simple pea shooter - does low amount of damage per second to a single target machine gun turret - does a high amount of damage for a short time, then has to reload mortar - slow firing speed, single shots of high damage against a target with some splash damage to nearby enemies splash - short range, does a very low amount of damage per second to all jellies in range map Tile-based. For now it'll just be a linear meandering path with no branching. If I have the time I'll first add some random generation and then try to maybe implement multiple paths. I still need to decide if the tower's range and their splash damage will be based on an actual spherical radius or a certain number of tiles around them. help If you want to help out, at this point I could use some suggestions for jelly-related things. And at some point I'll need a fun, wobbly piece of music for the game.
  6. Story: Little Kevin did something stupid and is punished by an electronics ban. There is basically nothing left for him to keep himself busy now. Except for the old electronic race track of his father which his parents forgot about... Game Concept: two buttons used on gamepad: analog trigger for basic speed, turbo button for some bonus speed minimalistic 3d graphics perception of race track gets more intense with rising internalization Minimal scope of game: one race track simple story sequence at the beginning basic internalization effects: basic blurring, blending into more realistic graphics and sound some basic track elements: straight track, curves Nice to have: some more complicated track elements: height differences, looping, ... more sophisticated special effects: explosions(!), interesting perspectives, slow motion racing is actually fun multiplayer mode decent assets Background Story: I almost would not have participated in my first Wizard Jam because I had no idea what kind of game to make. Fortunately, my girl friend's dad got out his old Carrera race track for the visiting children. The core loop of pushing the 1-2 buttons was actually really fun. It really reminded me of the Trackmania games. I had an inspiration! It should be possible to make this game in two weeks time. Now I only had to find some episode title which looked good enough for this kind of game.
  7. [RELEASED] Good... Bye

    Good... Bye So this will be my third wizard jam but my first working with the unreal engine as I want to try something new and break away from unity. It'll also be my first, released 3D game so I'm intending to scope as low as possible by focusing on single rooms and developing levels one at a time. Pitch In Good... Bye you play as Agent Swan who was captured by a super villain, as she tried to evade a series of overly elaborate death traps which come in the form of escape room puzzles motivated by deadly things such as a laser grid or poisonous gas. Basically think James Bond but with something closer to Dr Evil from Austin Powers as the villain, so like 'mad' but sort of comically annoyed at the agent. I currently have plans for three rooms but we'll see how things go. The game will be an fps with minimal interaction and platforming elements in order to keep things simple, instead I'm going to be focusing on narrative and theming as much as possible. Concept Here's concept art for the laser grid room as it currently stands. This will involve solving a puzzle in order to unlock the button to open the door before the laser grid passes the button. The Current Team Game design, programming, and basic 3D modeling: Mythalore Illustration: stesug Music: Joel Whitaker Sound Design: Toby Misselbrook Personal Learning/Stretch Goals for this Jam Using Unreal Engine 3D assets and gameplay VR support (???) Gonna try and update this at least every weekend.
  8. After making a procedurally-generated pipe photography game for Wizard Jam 4, I'm back for more! I hope ya'll are ready to get hoisted, because LORD HOISTMAS is coming to town. In ancient times, man created a weapon known as the petard. This fearsome explosive was created to destroy walls and doors. But another spicy use was soon discovered: hoisting. 1000 years later, the immortal god-king LORD HOISTMAS rules over the humans. Hoisting has become a professional sport. Every year, we hold the Bagblast tournament, and only the greatest hoister will have the honor of challenging our LORD in the final match. Lord Hoistmas With Bagblast! An explosive bocce-like dystopian pro sports sim with arcade hexagon elements. Play it here: Diversifiers used: Hoisted: You can literally hoist yourself by your own petard. Limited Vocabulary: Your only verb is "throw". "You Just Played Yourself 🔑": Every round begins with your placement of the petard. While you are technically competing against an opponent, the real challenge is to throw your balls close to your original throw. A poor petard placement can make this task very difficult. Texture Thrift: Almost every texture in the game is re-used and re-colored at least once.
  9. [Released] Get Hoisted!

    GET HOISTED Get Hoisted is released! Well actually there's been a version of the game up on since the Jam's submission deadline, but it was missing the end screen to say who won, and there was no AI so you had to be playing with 3 other people for the full hoisting experience... but I grinded out those last two features so now I can happily advertise that this game is actually playable! There are a few wonky bugs/oddities but all in all Get Hoisted came together really well. Let me know what you think, and definitely let me know if you play any multiplayer with some friends, would love to hear about your experiences! And a great big thanks to BadAtStuff for doing such a fantastic job with the music and sound effects! Original Post (start of dev log).
  10. [Release] Sorrow and Horror

    Hey first time, long time, and all that. Not much of a dev log, but I just completed my first ever game for Wizard Jam 5 and it's available here: WASD to move Shift to run Mouse to shoot Zombies lurk hoping to turn you into a Far Cry 2 fan. Seek the darkness and escape!
  11. For our WJ game, we decided to pick a game that we could finish with our very limited game dev chops. In Kill the Last Alien, four players find themselves at a dinner table towards the end of a delicious cooked alien mochi meal. With three aliens left on the plate, the four players compete to fill their stomachs. The game takes place over a series of rounds, with points being awarded to those quick enough to get the mochi. For now, here's a picture of the mochi!
  12. Howdy! I didn't want to post until I was sure I could actually put something together so.... check out this GIF! What's going on there? Why, it's a reality show simulation & management game of course! A little while back I binged hard on Terrace House (check it out on netflix) and so I kind of wanted to do something Sims-like to help teach myself some AI principles. @Mythalore described it on slack as "Big Brother Fortress" and that's just about perfect. Here's the pitch I drafted up before getting started: Not sure where the outer space angle came from but I'm running with it if I can get it in the game itself. From here, I need to build out the activity/waypoint findinga little bit more but I'm happy to have the basics of pathfinding and a set of needs in there already. Wanna help?? Does anyone have interest in doing art, sound, or music for the game? You can sort of see the direction I'm looking for in the color palette of the placeholder art but there's a lot we can do on all fronts if folks are motivated and into the idea. Drop me a line and I can get folks hooked up with the Trello and source control for the project
  13. All the glorious cyberpunk technobabble that Jake hates.
  14. [DevLog] Human Behavior

    So this is somewhat based on an idea I originally had while watching Westworld, specifically the scene in which whoeveritwas (Hopkins? Can't remember!) tells Mauve that she's a robot and where they show this dialogue-tree-style interface that's supposed to explain how she creates language. I'm not sure if it would actually work similar to that in reality but it led me to consider how a (very simple) robot might perceive the world, identify objects, and learn how to interact with them. What we came up with, is, I don't know, something between Creatures, if anyone remembers that series, and yet another puzzle game. I'm probably explaining this in the worst way possible so here's an example: - You've got yourself a robot! - Robot can scan items and perceive adjectives, like colors and basic shapes. - Robot finds berries of different colors, probes them, and learns they are harmless. - Robot has to solve a puzzle in which it is confronted with a fire. - Robot scans fire, learns of fluid shape and recognizes the color, which it remembers from the berries to be safe. - Robot considers fire to be a safe item, interacts with it, and "dies". - Player has to find a way to show robot that fire is not safe, by weakening the robot's trust in the adjective "orange", for example. The game is kind of split in two parts: - The world which the player can interact with, in which he / she crafts and shows items to the robot for it to learn something. - The levels / puzzles which the robot is sent into all by itself and in which it has to reach some kind of target for the player to progress. In the long run, the player could upgrade the robot with new body parts / software which let it perceive new adjectives (aggregate states, temperature, noises) and take out new actions (at the beginning Robot can just move and touch, so maybe it could learn to chop, or hack, or push). Maybe the player could even somehow teach it simple puzzle solutions like lighting a fire or pushing a box onto a button, stuff like that. At first, we wanted to give this a more Thumbsian twist by making the robot evil and you actually having to build levels to trick / kill it, but we felt like going with the nicer option, although the other concept might be a bit more straigth-forward. Like with Cheatin' Hitman last time, my wife and I will be working together on this one, and hopefully get something done. We'll go on vacation next week, so I'm not sure what we will end up with, but we'll try! Thanks for creating the jam and good luck to everyone!
  15. [Dev Log] The War of the Broses

    The War of the Broses: A Dynastic Fraternity Battle Simulator Players take control of one of the great (frat) houses battling for popularity on campus. The game has two components: Over-world: Takes place on a map of the college campus (think the GOT map) where players manage a roster of characters, recruit new characters, haze (train) recruits, commit campus hi-jinks increasing their popularity but also increasing their chances of catching the faculty's attention, battling rival houses, and throwing parties. While I am especially psyched about this portion of the game, development on it will begin if I have enough left over after working on the next component. Throwdown: This is the real meat of the game. Players control two mobs, which are made up of characters from their house roster. Each character falls into three categories, ranged, melee and support. Before each battle, you'll organize your mob (think the pre-battle setup in a Total War game), strategically placing units to maximize their effeciency. Your placement of units matter. Putting ranged units in your front line would be a bad idea because they are especially weak to melee units. Units: Melee: Will attack any unit they bump into. Ranged: Hurl beer cans towards an opposing mob if they are in range. Support: Heal and increase the attack/defense of surrounding units. On the battlefield you control your mob with the right analog stick/WASD and the left analog stick/arrow keys like a bumper boat. Push in any direction to make your mob rotate towards and move in that direction. To attack you simply bounce your mob against an opposing mob. The objective each battle will change, but they will usually focus on simple objectives (defeating your opponent, capturing all the kegs, etc). Commander Abilities: Players will also have commander abilities that will allow them to buff their mobs in unique ways. So far I have three, and I am looking for a fourth. Puke and Rally: Your mob throws up in unison and without all that booze weighing them down, they gain a bonus in movement speed. Spot Me Bro!: "I wasn't even pulling. That was all you, bro." All of your support units are 150% more efficient. Keg Stand: Your mob makes a final stand and is immobilized. With new found liquid courage they are able to attack and defend with new vigor. ???: I'm still trying to figure this one out (you'd think after attending ASU I'd have more bro-isms in my back pocket!). I'd love to hear everyone's suggestions for this one, whether it's just a name or the actual ability mechanics. Closing: Welp, that's pretty much what I have so far. I'll be updating this thread periodically with screenshots and descriptions of what I'm working on. I know that I said in my introductory post that I would be working on this one alone, but I would like to reach out for some work in these key areas. 2D Art: Overworld map, character profiles, house insignias, misc menu art. Music: Medieval battle music and lighter music for the overworld. Voice Work: Anyone interested in bro-ing down and recording some lines? Thanks for stopping by and best of luck to everyone jamming!
  16. Premise You have been tasked by Gilgamesh to defend one Babylonian city from invading forces. The game will be a 2D tower defense-ish game, where you as a player can build things as well as attack things yourself. Enemies spawn on one side of a square map, you have to prevent them from destroying your wall on the opposite side. Things you can do: Shooting arrows from your bow Looting gold from fallen enemies Building/buying walls to force enemies to take a longer path Building/buying walls with some defenses mounted on them (archers, polybolos or hwachas or something) We will go for a low resolution pixely art style. The Team Me: I am a software developer with 5 years of C# experience. I have made one game before, together with VagueBagel, for WizJam4. VagueBagel: A software developer with several years of experience in C++, C#, and many more. We're both fairly new to game development. Challenges I am busy one of the weekends so I only get this weekend, and the final weekend to work on this. We don't know how to make any assets. Want to help? We would like help with the following. PM me if you want to help with something on the list Music Sound effects 2D art work
  17. [DevLog] NEON Shell

    For a few weeks now I've been working on a full release version of my Wizard Jam 3 game, Rogue Robot Rogues. I'm taking the original game as a prototype for this new version. This will not only be more complex with more enemies and systems but hopefully incorporate multiple levels of play, in order to create a more fulfilling gameplay experience. To go along with this full release I've changed the name and art style to better suit the new direction of the project. In this first dev log I'm going to be introducing the new project and outline the main problems with the current build of Rogue Robot Rogues. NEON Shell is a cyberpunk bullet hell defender in which the player has to construct and control ICE security systems in order to protect the valuable data of their employer from cyber attacks. Most media in the genre is concerned with fighting against the corporations that control cyberpunk society. With NEON Shell however, I want to explore the other side of the coin; placing the player in charge of a corp's security systems, instead of against them. In Rogue Robot Rogues I focused on prototyping the main mode in the game, mainframe defence. In this mode there are data orbs, which act as health points positioned around a turret, or ICE construct. The player needs to take control of the turret in order to protect their data from incoming enemies who are completely invisible. This means that the player either has to guess their location or disable them and their cloaking with an EMP before shooting them. If you haven't yet played Rogue Robot Rogues you can do so here: and if you're interested the dev log for Rogue Robot Rogues can be found here which details my original development process. I explored a number of variations on the basic gameplay loop. Adding in enemies with shields (Shield programs), who are immune to the player's EMP until they are shot. This was intended to reverse the gameplay loop of the basic enemy type (Rogue programs) which the player has to EMP to remove their stealth before shooting them, in order to introduce some variety. This worked well as a start but the game gets quite samey with extended play; clearly more enemy variety is needed. The other main variation I introduced was time limited power ups which were intended to provide a change of pace and to be used as a balancing mechanic to increase average playtime. This worked in essence but the power ups introduced were very limited in their scope, effecting only reload speed (purple), EMP recharge time (yellow) and health (green). In addition, the time limited factor of the power up mechanic only serves to emphasise the lack of power that the player has while not boosted by a power up. To remedy this I'm intending to include a building and upgrade system into NEON Shell which should hopefully even out the power curve of the game into a more steady progression. Lastly, I've also redesigned the art of the game into a more striking, neon inspired style. This change simplifies the visuals of the game and should help to better separate the game elements by only needing to differentiate the basic shape and colour of each element. This new style also, I feel, ties in nicely with the new name and theming of the game, taking inspiration from the neon cityscapes of classic cyberpunk settings like the depiction of Los Angeles in Bladerunner. I've been on a month or so break from the game in order to better define the direction but should be back on track now. I'm planning on hopefully posting to this thread every week or so when I've got something to show throughout development. Thanks for reading! - Sam (@Mythalore)
  18. DEVLOG - Pilule

    I have a working game and don't honestly know where to go from here. The game is a relaxed real time strategy game. No conquering armies or bloodthirsty soldiers. You are the CEO of a drug company and must expand. What makes the game unique, I hope, is that you play with your mobile phone on your computer. You can have multiplayer with one screen, as long as everybody has a phone. It can be cooperative or competitive, or both. The game is working as I stated, but it needs a hell lot of testing and tweeking, and everything (I am thinking about remaking it from scratch, so for the DEVLOG). I am interested in first impressions and advices. You can visit my website to know more. Thank you.
  19. [DevLog] EverEnding

    Hi. I've been working on a game called EverEnding for like five years now, give or take. Most of this time has been taken by developing the base code for the game alongside the editors necessary for developing its content -- the room editor (tile data), map editor (arrangements of rooms), entity editor (all interactive data in a room), and detail editor (all non-interactive data in a room). This may have been a bit of an ass-backwards way to work -- I am still a while away from having a vertical slice -- but I did things the best way I could figure by myself. I've realized that's a problem though. Doing things by myself is an extremely inefficient way of doing things. And I'm not talking about getting other people to work on the game, which I couldn't afford to hire for and wouldn't feel comfortable asking people to volunteer for, but being willing to open up my process in a way that lets me give and receive advice and generally participate in a development community outside of my own brain. But I digress. Let's talk about the game. EverEnding is a story-focused 2d platformer, somewhat in the vein of Cave Story. I don't want to give everything away, since a big part of the game will be discovering what's going on as you go, but it takes place in a surreal post-apocalyptic setting. The player controls some sort of angelic character named Eve (the original title of the game, which I changed for reasons both numerous and obvious), tasked with collecting all of the stray souls left behind after the end of the world. Many of these are just lost, but as the game progresses those who remain become increasingly warped and malignant. The project is being developed in Haxe and compiled to AIR. This is subject to change, as one of the reasons I chose to switch to Haxe from AS3 was the flexibility in compile target, but for now AIR is suitable to my needs and from my brief experimentation with OpenFL (an open-source project that mimics the behavior of Flash's built-in classes) I would have to completely rewrite the rendering code to match or improve upon the current AIR performance. I'm targeting a 960x540 resolution with the intent that it will look nicely crunchily pixely at standard 1920x1080 resolution, and though I have no particular restrictions in the art pipeline I am attempting to minimalize the color palette within each asset. The hope is to capture the restrained abstraction of pixel art without hewing too closely to any particular era of retro gaming. As will become obvious, I'm not shying away from using certain non-retro effects, such as transparencies and blending layers, but want to maintain the tooth and style of the pixel while I do so. This is Eve, and one of the few pieces of concept art I've made and which I made four years ago: And here's a little look at what the project looks like right now: Here's a little bit of music that is probably going to be in the game: Falling Angel The current state of the project is that most of the basic programming is done and I'm working on getting some good art assets made for the game: Final character animations, final tile sets, and soon extra details and particle effects. Once this stuff gets a bit further along I'll be making the enemy entities, which all the groundwork is laid for (including pathfinding, a notably tricky challenge) but which still need a lot of work to be finalized. Once the character animations, tilesets, details, and enemies are done, I'll have everything I need to construct the first chapter of the game -- well, everything except for some special effects programming and the first boss, which I expect to be a task beyond the scope of the enemy entities, who will hopefully be old-hat by then. I'd say realistically that's probably a goal I can aim to achieve by the end of next year, if everything goes very smoothly. I've been posting regular progress DevBlogs on my blog for the last four years or so, and am now going to start mirror-posting them in this thread as well. Thanks for taking the time to check my project out!
  20. Update: This project is abandoned for now, I keep having to do more important things this week, I probably won't be able to finish anything this time around. ----------------------------- Hey wizard jams! After throwing out several hopelessly overambitious ideas I've decided to make another surreal walking-simulator/vignette thing. (I made Zombie Train last jam, the 3D one.) The title is derived from the episode "Cool Blob Future" and the recurring robot-news discussions of the podcast. I've been exploring this idea of robots with a big screen for a face that I can display things on: Diversifiers: Wizard Jam Shared Cinematic Universe Building A Legacy (There will be Dot Gobbler) Box art Nice Segue
  21. Rogue robotic ninjas from a rival company are trying to steal the data on your company's mainframe. You are the mainframe's automated defence system, and its last hope... I had my last exam for the year on Monday and after that I didn't really feel like continuing with my first wizard jam game. However, after seeing the title for yesterday's Idle Thumbs, I had this idea and now I can't stop thinking about it so I'm going to see what I can get done. In the game you play as a turret fighting off robotic ninjas armed with cloaking devices, which renders them completely invisible, so you have to use an EMP to disable them in order to reveal their locations. I started development yesterday, so far I've got the turret in along with bullets and the EMP wave, next I'm going to work on the enemies.
  22. [Dev Log] Rogue Robot Rogues

    Hi all, I'm going to be working on updating my Wizard Jam game, Rogue Robot Rogues. The plan is to get it to a somewhat final version ready for exhibiting to EGX in September, so as part of this I'm going to be releasing regular updates building up to the leftfield submission at the end of the month and then after that until the conference. So without further ado here is the first update. Rogue Robot Rogues, Version 4.1 - Health Up The main focus of this new version is a power up system. The power ups have a chance to be dropped by shielded enemies, after which they need to be shot and then they will activate an effect. Currently there's only one power up, a health drop which gives back one data orb when collected. The idea with this system is to add longevity to each run of the game, so it's not just entirely downhill from the first loss of an orb. I've got plans for two other power ups at the moment that I'll be working on over the next week. Link: Wizard Jam Post:
  23. [RELEASE] Button Frenzy

    Hey folks. I've been meaning to write one of these threads for a little while so here goes. I'm making a game inspired by the gameplay loop of old-school Simon toys, and the universal ritual of inputting video game cheat codes using a controller. It's a fast-paced score-attack game whereby the player has to watch a randomly generated button sequence and then repeat it under a strict time limit. Enter in sequences quickly and you'll score more points and rack up a score multiplier. As the game continues it gets faster and more difficult. Think WarioWare in terms of basic structure and pace, and you're not too far off. Diversifiers used: "It's a Baby Game" Super Briefly UPDATE Play it here: Another update: This game is now on Steam Greenlight! I decided to keep working on it and make it into a full thing. I just launched the Greenlight page a few minutes ago and I'm pretty terrified! The page is here, if you're interested:
  24. Get It Here Fellow Readers and Jammers: We are on our way to creating the next exciting entry in the qwop-a-lunk-a-like genre. You control a human, who is controlling their own thumbs, which are controlling Santa, in the form of a mobile game. Santa must navigate chimneys whilst continuously eating cookies to sustain his own impossibly rapid metabolism lest he perish. Please to enjoy this artist's rendition of the primary game screen in action*. *Actions and screens may or may not contain placeholder assets borrowed from a team of diverse websites.
  25. Hi all! Me and a bunch of friends including Zerofiftyone* are making Frozen Fracas, a homage to the ice level gamemode from Crash Bash. For those of you unfamiliar with Crash Bash at all, the basic premise of this game is: you are a seal. four players. stay on the ice. push your opponents off the ice. We're planning to add various power-ups, and an AI Orca that swims underneath the ice, occasionally tipping it / bashing into it etc. Movement code is going well: * you might notice he is doing two games this jam, because he's daft.