All posts by Faenrir

Game developer / Game Designer / Writer extraordinaire.

August 30th dev update

We have a new logo!

augmented irreality logo
Augmented Irreality (or nightmare?)

ClemenC has been working on this site (the old one was something i quickly threw together a long time ago and forgot a bit about) and has created us this beautiful new logo which will also be used in a new splash intro to replace the old (ugly) one.

As for myself, I have been working on finalizing the enemies for the Betelgeuse sector (the infested planet one) and ran into some trouble with a simple bezier curve (mainly because i had forgotten how to use the function which is, in fact, fully functional). But the enemies are coming along nicely and should be done shortly.
Next up will be the boss which i know will be a fun one. We want to keep the surprise for the full game but believe me when i say you’ll have fun fighting it !

Things have quieted down a bit after the alpha demo launch but thanks to Gamejolt which put us on the front page, we have had a lot of exposure and, as a result, videos of the demo and the first previews of the game on softpedia, indieretronews and other websites have surfaced. The feedback is very positive and we are glad to see people like the game. We have a lot of areas to improve, obviously, but this means we are not working in vain and our efforts will pay in the end. Can’t wait to finish the game and see people play it on a full release.

With that said, removing new undiscovered bugs (there were only a few, thankfully), launching the demo and marketing it and communicating a lot around the game has taken me more time than i wish and as a result, i am lagging a bit behind schedule. I hope to turn this around by working more this week than usual (i’m probably going to end up working all weekend).

That’s it for now…

Dev update ! August 24th

I said we were going to post more often about the development of the game so here goes nothing !
We had a bug that allowed the laser to destroy enemies behind another enemy on very particular occasions (it only did it on the Claws boss from the faraway sector…the laser was able to destroy the homing bullet when hitting the boss).
debug
With all this solved, i am back to enemy and boss design, notably new enemies (new type of enemies that are on the ground and don’t collide with the player ship but still get hit by bullets and fire bullets as well) and some boss logic for the Cylon sector.
I am hoping to have the boss finished and the enemies well on their way by this time next week.

We will be updating the alpha demo with the solved bugs (Claws bugs…the laser thing and the fact that he was both too easy and not invulnerable when arriving) shortly! Probably tomorrow or Friday.

Stay tuned…

The alpha demo is out !

Hi everyone. I haven’t posted here for a while but we have been very busy working on the game, posting on facebook, twitter, google+, indieDB, steam greenlight and it has been pretty exhausting.
The good news is that the alpha demo is now out and you can grab it on Itch.io

or GameJolt

DreadStar demo
DreadStar’s demo is now out !

I have recently removed a lot of small bugs and added a bit more feedback to several areas. There is still a lot of work to be done, we need to make new sounds (there are a lot of sounds missing right now) and i am now working on the level 2 boss fight.

DreadStar level 2 boss
Cold and deadly artificial intelligence!

The next part will be enemies and the bosses from the 4th level.

We are going to post more regularly here and try to keep this devlog alive so that you can read all about the work we’re doing !
Stay tuned!

Greenlight campaign for Dreadstar !

The greenlight campaign for DreadStar: The Quest for Revenge is up !
You can vote for the game here:
Steam Greenlight

There is also a new trailer video that you can watch:

It has been quite a busy month and i have to admit i haven’t updated the website enough (tried some twitter plugin to autopost but it didn’t end well xD), but it is a struggle to manage facebook, twitter, google+, indieDB, steam and all those together. I will try to post more as development goes on.
Right now, we are working on finalizing the alpha demo that will include the first level (complete first level!).
Stay tuned for more news on that in the next few days and weeks.

New cockpit !

Hi all !
Here is a look at the new cockpit screen (with a redesigned UI).
That’s where you will select your destination (level or shop), assign level points, change your ship’s equipment, or just chill out watching some holos while listening to some high-tech audio tapes !

newcockpit

More news soon as we continue to work hard on the upcoming demo…

Keeping it up there, in the galaxy!

Hi !
Here are some news and fresh images from the game and new tools:

The Tyrian elements are slowly being eradicated and replaced by their newer forms !

New graphic elements for Galaxy Hunter

So far the work is progressing steadily and everything goes well. We are working on the last elements to finish the demo version that will be posted on specialist forums to get feedback on the gameplay, ui, etc.

I made a new tool for the game to help design movement for the enemies/bosses:

Galaxy Hunter Movement Editor

And finally, here is a picture of the way i can design levels with the new level editor:

Galaxy Hunter Level Design

Fresh galaxy news

Hello !
Pretty big news as Clemenc, the graphic artist with whom i was working with on the cutscene art has decided to join me and rework most of the game’s graphic elements (most notably, everything that came from Tyrian). So we are now 2, working full time on the game ! It should improve steadily…

And finally some fresh news from the game! I haven’t had much time since we decided to work together with the graphic artist to post news but there has been good progress. Squashed some (hidden) bugs and the level editor is fully functional. It will require some improvement to be shipped with the game but for now (the level design part), it will do!
Here is a sneak peek (enemy/objects list wasn’t full obviously ^^ ):
Galaxy Hunter Level Editor

Stay tuned as i will soon post some of the new items/enemies designed by Clemenc !

Current progress and news !

Hi !
I have had some difficulties connecting to the net as i still don’t have a fix connexion at home (it should be fixed soon, though).
Here is the current progress on the level editor:
I still need to add the ability to load levels, enemies movement (so you can see exactly what is happening anytime during the level) and some minor tweaks to make it easier too.
At some point, i will replace the placeholder graphics by the real ingame sprites but that will have to wait for now as i am focused on the demo rather than polishing the level editor.

New update will be sometime next week. Hopefully i will have my connexion fixed by then.
Stay tuned !