No More Probes - Survival/RTS - [Greenlit]

Show us your works in progress and request feedback

Post » Sun Jul 20, 2014 6:31 pm

Awesome graphics, effects, anims... and gameplay? Looks fun enough :)
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Post » Sun Jul 27, 2014 8:00 pm

@procrastinator - Thanks mate. There are a couple of gameplay videos on my youtube channel. In the coming weeks I will be ready with a public alpha build, so you will be able to give it a try

DevLog #9

I present you my latest "Obstacle" - the Totem

- By making full circles around it ( native american rain dance ) you can charge it up, up to 5 times. After that the next circle will trigger a thunder attack:

- if there are robots on screen it will hit one
- if it is raining and there are robots on screen, it will hit two of them
- if there are no enemies on screen, there is a 50/50 change for the thunder to hit you ( the player ) or the main generator charging it with 30 energy

Image

There are only a couple of things I want to implement before I share my alpha build with you guys.
After that I will focus on my Greenlight campaign.

BTW can anyone point me to a good article/ thread about that?
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Post » Mon Jul 28, 2014 9:38 pm

insanely cool art style! love it.

Just a nitpick, i notice the hobo is getting blurred when he's drawn at non-integers. Since it's pixel art you might not want that?
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Post » Mon Jul 28, 2014 9:39 pm

atomoso wrote: There are only a couple of things I want to implement before I share my alpha build with you guys.
After that I will focus on my Greenlight campaign.

BTW can anyone point me to a good article/ thread about that?

@atomoso Looking good, can't wait to try it out!
You might find this article helpful: http://blog.gambrinous.com/2014/06/11/g ... t-in-2014/
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Post » Tue Jul 29, 2014 6:43 pm

@ErekT
Thank you. I am having a great time creating it, so I am glad it shows. When it comes to the sampling for now I am using Linear instead of Point, because I wanted to have the game running on full screen ( Letterbox Integer scale ). If I use it with Point sampling it looks sharper, but ration gets all messed up. It only works if the art is upscaled x2, x4 and etc.
At some late stage I will do some experiments with "pixelate" or look for different solution. If you have some other suggestion I will be more than happy to try it.

@Ahr Ech
Me to, I am so eager to read yours and others feedback. And Thank you for the article, that was a great read!
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Post » Tue Jul 29, 2014 8:49 pm

This is some serious pro work. The colors are working very good together. Having awesome art is one thing but creating an atmosphere and putting it all together is another, good job on both!
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Post » Fri Aug 01, 2014 6:30 am

Keep it up , keep it up.
Hire or Offer a project

Portfolio

Scirra new Shop
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Post » Sun Aug 03, 2014 8:44 pm

@kraed Thanks for the comment.

@Michaelb Thanks. I am almost ready with the public build. Thanks for the support

DevLog# 10

- new obstacle "Lava Pool" is now working
- if you are in close range to the pool it will shoot a Lava Ball at your location
- standing over the Lava Pool or the splash from the Lava Ball will damage you or your enemies by -1 every 1 sec

- new enemy "Beholder"
- Beholder will shoot two beam shots ( projectiles ) once he is leveled with the Y of the player
- beam shots can hit the player or other robots

- rgb channel separations effect is used when damage is taken by the player

Image
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Post » Mon Aug 04, 2014 12:21 am

INSANE
Hire or Offer a project

Portfolio

Scirra new Shop
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Post » Sun Oct 26, 2014 2:45 pm

Hi all,

Long time since my last post, but I decided to take a brake from the project due to some burnout.
Anyway, now I am back and here is my latest update on it:

DevLog# 11

- added "Evade" ability to the player. While in this short state you are invulnerable to attacks.

- new animation for robot destroyed

- new fx for gathering Junk
- new particle for collection processors and gems

- fixed bug where unit will get stuck during stage 3
- all robots now share a common family for their health, thus making them more ease to pick

- update ingame UI art with FX

- combined two of the upgrades for Canartche-1000 and increased the damage it deals
- added new ability for Canartche-1000 to be able to shoot rockets

- player will get a hint when the bag is full of resources
- fixed some minor bugs

Image

@Michaelb :Thanks mate!

I gave up on the idea for a full tutorial for now, as it will take me too much time. I will focus on a single screen describing the core mechanics of the game, so new players can understand what is going on in the game.

Cheers all
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