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Hey everyone! Wanted to take the time to showcase something I have been working on for a little while now. Its called "Haymaker" Description: Haymaker is an indie boxing adventure game that takes place in an 80s fictional rust belt city Kint. You play as Jackie Elliot, a troubled punk destined for a life of crime. One night when hiding from the cops, Jackie breaks into a nearby building when he encounters Mac Murphy, an old boxing legend whose career was cut short by a drive by shooting. The rest of the journey goes from there. You will be able to explore the city, grow your relationships with your friends and encounter adversity as you try to figure out your path in life. I will let the trailer do the talking! If you like what you see check out all the goodies on Kickstarter. Youtube Indie DB Website: Twitter: Instagram: Facebook: Haymaker_Trailer.mp4
Cover Your Eyes is an traumatic 2D top down survival horror experience, focusing upon family, and the sacrifices we make to keep them safe. You will have to fight, think and escape out of escalating circumstances as the town of Verwood undergoes an unprecedented metamorphosis. Steam Twitter Trailer Take on the role of Chloe, married mother of two working nine to five to support her family. One night, she finds out her husband has been having an affair with another woman. The shocking discovery is soon eclipsed by the town being struck by a supernatural catastrophe and her husband disappearing into the night. Looking for answers, Chloe takes her two children and heads out after him. The town has changed and monsters have come out to play. Inspired by survival horror past and present, balancing both resident evil style action and the psychodrama of Silent Hill. The player will have to loot for valuable ammo, shoot or run from hostile encounters and use problem solving techniques to overcome puzzles. All while keeping your two children and sanity in check. Features Reunite your family and escape the town of Verwood. Solve the mystery of who or what is behind the disaster. Face off against other worldly forces. Loot and manage supplies. Decide when to fight. Those shotgun cartridges might come in handy later. Think your way out of conundrums. Keep a look out for your house cat. 30 plus enemy types to encounter. 7 weapons to acquire. 15 important locations to visit. 40 plus optional buildings to loot. 3640 animation frames for Chloe. Screenshots
So I figure I should start chronicling something about this project as slow or as fast as it ends up moving. Hit a bit of a milestone recently, graphics engine up and running with basic physics, so riding the positive wave while it lasts! Shards of Celetin (not entirely happy with the name, but unlike Phantasmagoria it doesn't clash with another game) is a 2D role-playing game based on an alternate timeline for Earth (another one of Those, yup), one where humanity evolved from cavemen with access to the powers of the elements. Fire, Air, Metal and Ice. Not the usual quartet, but there are reasons for that. There will be some combat (or even more than some if you're really motivated to do so) but the primary context will be puzzles, wayfinding and dialogue-driven plot movement. There are a lot of cool things you can do with elemental powers in combat, but I also figure that affords a lot of creativity in solving puzzles, too. I'll be updating this devlog with, well, whatever. It could be sprite art, it could be ingame capture, it could even be worldbuilding if people are interested. It's a world I've spent a lot of time across the years crafting (born as an idea for a novel a lot earlier on in my life) that I'm always revisiting and carving out new details for. The current setting is "modern day", the real challenge will be drawing out the world I've made into the game itself (in an easily-accessible manner). I hate the Skyrim-style of "find random sodding manuscripts everywhere". Current Version: Scrollable viewport, predictive collision detection and fixed-step renderer / physics (for now). Lot of the data-level stuff done behind the scenes. I've even made a start on devtools, to make making all the JSON data so much easier than writing it out by hand. Immediate Goals: Tie renderer to refresh rate (crude v-sync, with double-buffering shouldn't cause any artefacts). Currently fixed at ~60FPS. Update and integrate physics model into game view, and with the controls. Currently inheriting a fixed speed for the player character and nothing else, with no acceleration / deceleration. Not-So Immediate Goals: Sprite art! I've been trying to work on a style, so we'll see where that goes. I want to replace the temporary background and player sprite, as the most-pressing thing. Layered renderer. Will involve designing atlases for my sprites. I want to do some particular magic here because layered puzzles with multiple layers of interaction == goal, and visualising that will be important. Everything else in the game.