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).
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.
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
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.
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 !
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.
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 !
More news soon as we continue to work hard on the upcoming demo…
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 !
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:
And finally, here is a picture of the way i can design levels with the new level editor:
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 ^^ ):
Stay tuned as i will soon post some of the new items/enemies designed by Clemenc !
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 !
As i am working toward the completion of the demonstration version, here is the current state of the game:
All menus and user interface work but need a bit of graphic work.
The galaxy map is 99% done (finished and working but i need to add a custom level loader).
The game engine is 99% done (several tiny bugs to squash but overall it is done).
The first level is working but unfinished.
The first boss is done.
The second level is working but unfinished.
The second boss is 50% done.
The third level is working but unfinished.
The third boss is 50% done.
The fourth level is done.
The fourth boss is 20% done.
The fifth level is working but mostly empty.
The fifth boss is 20% done.
The final boss hasn’t been worked on yet.
Most of the music tracks are in the game. Only several sounds have been included so far.
The cutscenes are 40% done. I’m waiting on more graphic elements from the graphic artist to finish them.
So yeah, a lot of work still to do but i’m getting there ! The level design and boss programming are the fun parts, anyway.
Basically, i am working on a level editor that will allow me to have a visual representation of the levels instead of working with files only.
I plan on including it with the game for free at some point (hopefully at release but i will have to rework some things and make it more polished for that to happen so…i dunno) and include the ability to load custom levels. I’m hoping gamers will enjoy that and will share their levels with their friends and other fans of the game!
So that’s it for now. The plan is to come here and post about the game at least once a week.
Bonus: a sneak peek of the level editor (far from finished and i’m actually adding tiles so that placing objects on the same spot is easier).