BRUTE

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Post » Sat Aug 15, 2015 9:00 am

lol BUGS

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Post » Sat Aug 15, 2015 10:26 am

I call these guys Hunters:

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Post » Sun Aug 16, 2015 8:47 am

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Starting work on the level selection grid. Looking at 100 levels, 50 standard and 50 remix (super tough). Currently trying to work out how the player should unlock levels, I like the idea of giving some freedom so that if a player is stuck on one level, they have others to attempt. Maybe I can have one master 'node' which the player needs to unlock by finishing a certain amount of levels.

Problem is that I'm introducing new elements roughly every 5 levels for the first 50 levels so there needs to be some sort of linearity to it.

N has been an obvious inspiration with this game, they have a nice feature where you have to do levels in 'runs' so that you have to start a level at the beginning of a 4 level sequence.

The black levels I'm thinking can be attempted in any order once the 'master node' has been completed.
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Post » Sun Aug 16, 2015 9:14 am

Wow! Man, I always love your stuff so much. You have a strong style going on. What platform are you targeting this time?
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Post » Sun Aug 16, 2015 9:25 am

@robotecollective - thank you, appreciated. So far only PC, I haven't tested the game with a controller yet, not sure if it'll work as it has all been designed with mouse control, it feels good with a mouse.

I'd like to make a proper game out of this, but initially I'm going to release a 'light' version as a pay what you want thing on maybe itch.io with some information about how if I make enough money from it I can build the bigger version which would have:

- Steam Greenlight
- New, bigger and more interesting single player campaign
- Leaderboards
- Replays
- Local Co-Op Campaign
- Level Editor
- Level rate / share features

A lot of this stuff is beyond my abilities as a coder so if successful I'll probably get my programmer friend involved to help and he'd want to move it over to Unity most likely.

Either way I'm not too fussed really, just promised myself I'd release a game this year and Orbit development is still quite slow, Brute is intentionally minimalist and constrained so that I can at least release this initial version of the game and be happy :)
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Post » Mon Aug 17, 2015 5:38 am

CrudeMik wrote:Either way I'm not too fussed really, just promised myself I'd release a game this year and Orbit development is still quite slow, Brute is intentionally minimalist and constrained so that I can at least release this initial version of the game and be happy :)


K, sounds pretty familiar! I feel it is better to know your limitations and just release something to clear the table. It is easy to get stuck on prototyping.

Good luck.
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Post » Mon Aug 17, 2015 3:01 pm

Can't decide what style I like more, clean and high resolution lines or fuzzy, low resolution ones. I made a video to compare the two

https://youtu.be/hq-I0wp0XPI
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Post » Mon Aug 17, 2015 8:12 pm

Send me a PM if you'd be interested in playtesting the game btw, I'd love some feedback... Looking to have a demo build of the first 15 levels done by this Friday. The levels were finished ages ago but I need to do some work on the menus etc before I can send it out.

My friend just played it and described it as:

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Post » Tue Aug 18, 2015 7:10 am

CrudeMik wrote:Can't decide what style I like more, clean and high resolution lines or fuzzy, low resolution ones. I made a video to compare the two

https://youtu.be/hq-I0wp0XPI


For what it's worth, IMO the high resolution lines look a lot better. The visuals really pop.
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Post » Tue Aug 18, 2015 9:25 am

High for sure.. too much pixel stuff around for my liking nowadays :)
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