Hey guys,
I've set up a new website for myself. I included a blog on the site which I will be updating now instead of this one. I'll be posting updates on my new facebook page too, so if anyone is interested in keeping up to date with my game development escapades for some reason, I'd say keep an eye on that.
Cheers :)
Saturday, September 15, 2012
Thursday, September 13, 2012
New Video
Hey guys, just uploaded a new video. It's just a demonstration of the first level in the game.
Enjoy :)
Enjoy :)
Monday, August 27, 2012
Update
Hey guys,
so I'm pretty much done with gameplay and graphics at this point. There's still a bit of polishing to do but the main bulk of the work is finished :D. Now all I have left to do is the music and sound effects. I'll be getting some gear together on wednesday the 29th for that, so until then I'll just be doing some polishing and bug fixing I'd say.
Once the sound is done, I'll put the game out for beta testing. I'm going to try and use Desura for that. As far as I'm aware they allow you to publish a beta version of your game on their system, which you then control the access to. This would be pretty cool seeing as I hope to use Desura as my main retail platform. Then I just have to find people willing to play the game for me...I'll obviously be offering any testers a free version of the final release once it comes out :D.
I've also decided to only release on windows for the moment. I know this seems like a bit of a waste seeing as Love is cross-platform, but I'm not too familiar with mac or linux, and I don't even own a mac so If there are issues with a mac version I can't quickly fix them. And building for linux is fairly tricky. At least for someone with bugger all linux exp. That said, I do plan on releasing on mac and linux in the future, but for now I'm going to stick with what I know.
That's it for now. Be well ;)
so I'm pretty much done with gameplay and graphics at this point. There's still a bit of polishing to do but the main bulk of the work is finished :D. Now all I have left to do is the music and sound effects. I'll be getting some gear together on wednesday the 29th for that, so until then I'll just be doing some polishing and bug fixing I'd say.
Once the sound is done, I'll put the game out for beta testing. I'm going to try and use Desura for that. As far as I'm aware they allow you to publish a beta version of your game on their system, which you then control the access to. This would be pretty cool seeing as I hope to use Desura as my main retail platform. Then I just have to find people willing to play the game for me...I'll obviously be offering any testers a free version of the final release once it comes out :D.
I've also decided to only release on windows for the moment. I know this seems like a bit of a waste seeing as Love is cross-platform, but I'm not too familiar with mac or linux, and I don't even own a mac so If there are issues with a mac version I can't quickly fix them. And building for linux is fairly tricky. At least for someone with bugger all linux exp. That said, I do plan on releasing on mac and linux in the future, but for now I'm going to stick with what I know.
That's it for now. Be well ;)
Friday, July 27, 2012
Update
Hey guys! Just thought I'd make a quick post to revive this blog a bit. I kinda forgot about it again...
I have been working on the game for the past months of no blog activity. I've mainly been doing a lot of nit picking type tasks such as small changes here and there, fixing small bugs, adding new things to some of the existing levels, updating graphics etc. I've also got the intro done for now. I still have to make the last level and the ending cut scene and then I'll be moving on to sound. Once I've finished that I'll do a final polish and then start beta testing. I'm not sure how I'll go about that yet. Desura seems to have a system set up for developers to find beta testers so I'll prbably use that.
Anyway I probably won't be showing any more development videos and images cause I want some of the content to be a surprise ;)
Wednesday, May 2, 2012
New Swinging Power
Hey guys, just a short video showing the new swinging power in more action.
Enjoy :D
Take it easy ;)
Saturday, April 28, 2012
Zone 3 Start
So after getting some very helpful feedback over the past 2 weeks or so, I've been doing a fair bit of bug fixing and a bit of redesigning for some of the levels. I completely redesigned the tutorial. It is now split between two levels and is hopefully a bit more intuitive than the force-feeding of information I had before. The rest was mainly just adding more checkpoints, and moving checkpoints around so that they are a bit less annoyingly placed.
I've also started tackling the design for zone 3. After a few days of messing around in photoshop (using my new graphics tablet :D), I've come up with something that I'm happy enough with for now. The graphics aren't final yet, but they look good enough to give an impression of the atmosphere I'm trying to create. I've also coded the functionality for one of the new powers unlocked in zone 3. It's a swingy about power. You'll see it in the video below. For this section of the game, I'd like to swing (bad pun I know) the gameplay more in the direction of platforming, with slightly less intense puzzles. So there will be more jumping around, dodging stuff etc than in the previous levels. I'm hoping this will bring a new flow into the game, keeping the gameplay fresh and less monotonous.
Here's a short video showing my idea for the design of zone 3:
Take it easy guys ;)
Thursday, April 12, 2012
So I've finished the 6th level now, and I have a (somewhat) stable version of the game ready. I'm hoping to get a bit of feedback on what I've done so far on the game. Which I'm pretty excited about :D Most of what I've done so far hasn't been tested at all by anyone but me, so it will be interesting to see what people say about it...if they say anything at all ;)
At the moment I'm mostly interested in seeing what people think of the conceptual side of the game. I.e, the puzzles and level design and stuff like that. Also what type of in game play-time my current version provides. I'm interested in the play-time because this will determine how many more levels I need to create. Originally I had planned on making 12-16 levels, but seeing as it's taken me around 7 months to make 6, I may cut that down, or else I'll never finish this thing. As I said it all depends on how long my current version keeps people entertained for.
Anywho, here's a new video showing some gameplay:
take it easy ;)
At the moment I'm mostly interested in seeing what people think of the conceptual side of the game. I.e, the puzzles and level design and stuff like that. Also what type of in game play-time my current version provides. I'm interested in the play-time because this will determine how many more levels I need to create. Originally I had planned on making 12-16 levels, but seeing as it's taken me around 7 months to make 6, I may cut that down, or else I'll never finish this thing. As I said it all depends on how long my current version keeps people entertained for.
Anywho, here's a new video showing some gameplay:
take it easy ;)
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