No More Probes - Survival/RTS - [Greenlit]

Show us your works in progress and request feedback

Post » Sat May 31, 2014 12:50 pm

Very, very good! Excellent artwork.
I only occasionally visit - I'm learning C# for Unity, but c2 is still a respectable game engine imo....
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Post » Sun Jun 01, 2014 3:47 pm

Softloulou: Thank you.

Colludium: Thanks. Appreciate your comment.

ALLMarkMade: Comments like this fill my engine. Thank you all!


DevLog Update #5

Today's update is rather small, but I wanted to take a little brake from the project. I did a short presentation in my home town in a Indie game showcase and it went pretty well. When and if I receive some footage I will post it here

- redesigned the spawn system for Power Ups
- Power Ups now float around and bounce of solid objects
- new art assets for power ups
- new art asset for PU_shield

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Here is some fresh footage from my current PreAlpha Build

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I almost forgot to mention that now, I have a website for "NMP". You can check it out here at: http://www.nomoreprobes.com/
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Post » Mon Jun 02, 2014 1:41 am

The amount of details and little animations is amazing - true eye candy :D
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Post » Mon Jun 02, 2014 3:18 pm

Looks busy and detailed. Good work
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Post » Tue Jun 03, 2014 7:45 pm

glazba: Yeah... and I want to put so much more. Thanks for the comment.
Harishankar: Thank you. Much appreciated!

DevLog Update#6

Today's update is rather small, but I wanted to share it nevertheless.

- enemies now flash when hit
- enemies will sometimes spawn FX with damage number on hit
- "destroyed" animation updated for all robots
- new particle for "destroyed" animation

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Post » Sun Jun 08, 2014 2:22 pm

DevLog #7

Added some small changes to the game that led to some big effects on the gameplay. Instead of charging the generator while you are close to it, now you have to spend "Junk" and convert it into "Energy". This adds a whole new strategic element to the game, because now you have to choose either to wait and gather more to be able to build gadgets or charge the generator and fight now.

- new art for processors resource
- processor resource will now fly to you if you are in range

- I've added the ability to turn on and off the main generator ( Gamepad Y )
- generator's lights will consume resource "energy" during night
- now you need to use "junk" in order to create "energy" ( 1J for 2E )
- fixed some bugs with generator's animations and created turn on/off anims

- all new art assets for robot "Clap-Clap"
- obstacle Magic Chest now spawns gems instead of cherries

- added new sounds for: convert Junk to Energy, sentry shoot, obstacle-failed experiment shoot, robot destroyed, boss Ghzax beam and rocket shots

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Post » Sun Jun 08, 2014 2:34 pm

Are you planing on greenlighting this?
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Check out our start-up and configure your own helmet in true 3D.
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Post » Sun Jun 08, 2014 2:59 pm

@Beaverlicious: Yeah. My short goal is to create a playable Alpha build, so I can share it with you guys, then make a trailer and start my greenlight campaign. I want the public build to contain the first five stage, a Bonus level and the Boss fight, and also the ability to upgrade three gadgets. Once I am done with all that I will be ready for it ( I guess )
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Post » Sun Jun 08, 2014 3:51 pm

That's amazing, I love the your art. More enemies and bigger explosion plz!
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Post » Sat Jul 19, 2014 8:34 pm

@PixelPicoSean : Thank you my friend. You know what, you are right. I need to make them bigger!

DevLog #8

Hi all,

Long time since my last post, but I had to take a break from the project for almost a month during which I tried to relax and work on other smaller projects.

Anyway here is the latest updates:

- worked on the Car for my first Bonus Stage. My intention is to create several of them where I will change the pacing of the game by introducing new mechanics. I want to revisit some of my old favorite games.

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- added a new enemy robot with the working title "The Boomer". Once it is near the player or killed, it will charge up, them explode into four diagonal projectiles. Getting really frantic when there are more of them on screen.

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- added camera shake when an enemy robot is killed near the player
- dynamic shadows during night
- new evade skill for the player ( still working on it )

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BTW I am getting close to my public alpha build, so if you are interested in the project and want to try it, please do let me know to send you a link.
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