Orbit Gameplay Video *updated

Show us your completed creations made in Construct 2

Post » Sun Nov 25, 2012 12:33 pm

*New

Quick tease of half a WIP level played in the 'map' view at 4x speed.

As usual, everything is pre-alpha - nothing looks like it will. :)

[TUBE] http://www.youtube.com/watch?v=w0VRNaUTsaU&feature=youtu.be [/TUBE]


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Updated pre-alpha gameplay:

[tube]http://www.youtube.com/watch?v=6EjuH0YN6UI&list=UU_etLYPqC2tenx4qW1IsmkQ[/tube]

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*New

New little video of our game Orbit. This shows some more mechanics and some update visuals. Let me know what you think :)

For some reason YouTube has made the video SUPER dark, it's not that dark in-game.
http://www.youtube.com/watch?v=vXWKcJeLUV4&feature=youtu.be







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Hi all I've been making a game called Orbit for the last couple of months and I wanted to start showing it in its early stages.

Orbit is an action puzzle game set within a network of defence satellites orbiting Earth, you play as an AI who maintains this network using the abilities of humanoid engineers and robotic drones.

https://www.youtube.com/watch?v=AlEyP9GTE2o

My idea is to make an action game where you don't shoot or punch or have any offensive actions. My main influences are Knytt Stories and Dark Souls.

Let me know what you think, it's early stages but it's a game I've been planing to make for a couple of years now.CrudeMik2013-07-19 18:41:23
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Post » Sun Nov 25, 2012 12:58 pm

That looks REALLY great !
It seems to be a big project, and even if it's all placeholder, I already love the art style.
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Post » Sun Nov 25, 2012 1:15 pm

@DrGero - Thanks man, the scope of the project has been limited,
I can't imagine the game time to extend much further than 3 hours, reason being I actually want to finish it!

The frame rate is a bit sh*t because of the fraps capture, it runs at 60 fps on my machine using Awesonium and full screen.
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Post » Sun Nov 25, 2012 3:46 pm

Promising footage CrudeMik!
It seems to be quite difficult sometimes to see the game platforms.(Of course it's a pre-alpha).
Perhaps adding more visual feedbacks can be a solution (like the little red lights you put on some edges) or lightning the background.
But besides that, I like your project. :)
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Post » Sun Nov 25, 2012 4:38 pm

@KaMiZoTo - Thanks, yeah I'm aware of the lighting problems, I'm just experimenting with it all now, I like the hard contrast between light and dark but it'd make it easier to just lighten the whole scene more.
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Post » Mon Nov 26, 2012 2:22 am

'placeholders' he said, mockingly. driving the dagger of his annoyingly talented game design skills even deeper into my envious heart.

bastard.
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Post » Mon Nov 26, 2012 10:21 am

@harrio - haha cheers
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Post » Fri Dec 28, 2012 7:31 pm

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Post » Fri Dec 28, 2012 9:10 pm

Heyho ! Nice Project ! Keeping an eye on it !
By the way , lower the opacity of the seekers and light sprites , it gives it a nice atmospheric feel :D !
Cheers ...Whiteclaws2012-12-28 21:10:15
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Post » Sat Dec 29, 2012 4:48 pm

Cheers, I quite like those Seekers looking very bright, but it's just placeholder art at the moment, Tyler is who is making the art is working on replacing all the crap I produce haha.
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