Showing posts with label spacehunter. Show all posts
Showing posts with label spacehunter. Show all posts
Monday, November 14, 2011
Into Beyond goes live on 8bitfunding.com
So, today Into Beyond (v. Aries) got approved and published on 8bitfunding.com. I'm really excited about this, as this will be either the rise or fall of this project. So far the news is being spread pretty slow. But with a preview like that, what can i expect.
I very well realize that the current project doesn't look too promising, or graphically appealing. I could change this, i could beautify it to some degree, but it would be a big amount of work for me, which needs to be redone by a decent artist at some point anyways. I don't have a definite art direction, so every assets i would come up with, regardless of how good they might look, would be for naught if they didn't fit the concept.
For that purpose i will for now keep it pretty much at placeholder graphics, and only make minor tweaks on them in the spare time.
To be honest, it bothers me. A lot. This game is fucking ugly currently, and i'd like it to have a visually pleasing design, but right now it can't be helped.
Instead, i will concentrate on what i can do, and what i know won't go to waste: gameplay. It is, after all, the most important aspect of a game.
So what you can expect in the next version (v. Betelgeuse) is improvements on the ships controls, mission objectives and content, like enemy types, weapons, inventory and a shop system.
The version is due at the December, 31st, same as the 8bit funding deadline.
The continued progression of Into Beyond after that is very heavily dependant on how well the funding turns out, so if you like to see a new shmup, with a classical touch but modern design, head over there, press the big yellow Fund button.
Feedback is very much appreciated and love is given to all of you <3
wzl
Tuesday, November 1, 2011
Into Beyond
I haven't been updating this blog in a while. Mainly because i was writing journal entries on the Ludum Dare page for progress. So if you're curious what happened the last month, you can head over there and see for yourself, or read this small recap:
The Ludum Dare October Challenge got me quite pumped about my project Into Beyond (formerly titled Space Hunter). I've been busy solving some technical challenges within the engine, and implementing new gameplay features to get a solid proof of concept up and running.
Here are the latest updates:
This is the latest gameplay video i uploaded, showing some basic gameplay. It is already out of date, but my current pc-situation won't allow me to record videos with fraps.
This is a more technical demonstration on how shaders can be edited and recompiled ingame, which is a big help when finetuning them.
So that's mostly what happened last month.
I will now keep updating this blog in favor of the Ludum Dare journal as the challenge is over.
Labels:
alpha,
indie games,
into beyond,
ludum dare,
showcase,
spacehunter
Friday, October 7, 2011
Spacehunter - An introduction
So after cancelling the remake of the ludum dare 21 entry for several reasons, i go back to my previous decision on making a space game for the same reasons i mentioned in that post.
Okay, so what will it be? There's a ton of shmups out there, really good shmups.
For one, a lot of shmups are console games. There's only a handful of well made games for the pc, one of them is the recently released Jamestown. So i think there's still a market there.
Other than the business side, i think it's a good way to gradually progress on a game. Making step by step iterations. It is possible to leave a lot of things out, without having the game feel incomplete (because no one know what the final version will include!)
So what i have in mind is creating this episode wise (Code naming them alpha, beta, gamma...).
Episodes could also be seen as different versions, but i think version numbers wouldn't fit to it, so i am alienating the use of development states for that purpose.
Each episode will radically enhance the gameplay or game features, so it might feel like a whole new or rather bigger and better game with each iteration (although existing features are unlikely to get removed or changed that much).
I have not planned on the actual number of episodes it will include. That is partly due to the concept not being entirely finished at this point, but i think it will be somewhere around 5 to 8. The iterations for each version will be increasing. So for instance i try to get alpha ready for end of october, while beta may be only due by the end of the year. An elaborate feature list of the upcoming episode will be published at some point, so you know what you'll be waiting for.
To be able to work on it on a full-time scale, i need to introduce a prepurchase option, and get all of you chaps to get a copy! Why should you buy an unfished game, that might not even get finished, you ask?
Your concern is valid. Therefore the prepurchase will start at 1€, and will increase by another 1€ with each episode. You won't have to rebuy, once you invested though, you'll get updated just like that! That means, you can buy a cheap (shitty) game now, funding its development, or buy a good game later, but paying a price for it.
Additionally, if you have too much money on your hands, or are a very kind person, you can pay any price you want to further increase the chance that this projects will flourish sooner.
I will set up paypal somewhat later this month so it can begin with the release of alpha!
Stop blabbering about this boring stuff! What is it about?!
Ok, so what you see in the above video is an early prototype of alpha gameplay. In fact this is 3 days into production. So you control your ship in a side scrolling manner, but stages are not just left to right, but you can rather move freely in them. This makes it different from most shmups already, since it results in a nonlinear level design. This will change gameplay from Start Level -> Fight enemies -> Fight Boss -> Next Level to a more purposeful line of actions. Something along the line of Destroy Forcefield generator in the south, and the Flood Gates on the far east, which will drive the enemy off his Underground Base, so you can take him down. This is just a small example what might be possible. There will be different kinds of mission, to not get bored with the same thing repeating over and over again.
Additionally to this play style you will be able browse through the solar system to travel to different locations, or land on stations to resupply or receive contracts. I will be more elaborate on that some time later as this will likely be Beta content.
Also, this is currently inspired to be made for the Ludumdare October Challange, so check out the other games that are getting prepared :D
Regarding the title: Spacehunter sounds kind of not very cool. If you have a suggestion for a better title, you can leave a comment, or say hi, or give me all your money and your first born child.
Okay, so what will it be? There's a ton of shmups out there, really good shmups.
For one, a lot of shmups are console games. There's only a handful of well made games for the pc, one of them is the recently released Jamestown. So i think there's still a market there.
Other than the business side, i think it's a good way to gradually progress on a game. Making step by step iterations. It is possible to leave a lot of things out, without having the game feel incomplete (because no one know what the final version will include!)
So what i have in mind is creating this episode wise (Code naming them alpha, beta, gamma...).
Episodes could also be seen as different versions, but i think version numbers wouldn't fit to it, so i am alienating the use of development states for that purpose.
Each episode will radically enhance the gameplay or game features, so it might feel like a whole new or rather bigger and better game with each iteration (although existing features are unlikely to get removed or changed that much).
I have not planned on the actual number of episodes it will include. That is partly due to the concept not being entirely finished at this point, but i think it will be somewhere around 5 to 8. The iterations for each version will be increasing. So for instance i try to get alpha ready for end of october, while beta may be only due by the end of the year. An elaborate feature list of the upcoming episode will be published at some point, so you know what you'll be waiting for.
To be able to work on it on a full-time scale, i need to introduce a prepurchase option, and get all of you chaps to get a copy! Why should you buy an unfished game, that might not even get finished, you ask?
Your concern is valid. Therefore the prepurchase will start at 1€, and will increase by another 1€ with each episode. You won't have to rebuy, once you invested though, you'll get updated just like that! That means, you can buy a cheap (shitty) game now, funding its development, or buy a good game later, but paying a price for it.
Additionally, if you have too much money on your hands, or are a very kind person, you can pay any price you want to further increase the chance that this projects will flourish sooner.
I will set up paypal somewhat later this month so it can begin with the release of alpha!
Stop blabbering about this boring stuff! What is it about?!
Ok, so what you see in the above video is an early prototype of alpha gameplay. In fact this is 3 days into production. So you control your ship in a side scrolling manner, but stages are not just left to right, but you can rather move freely in them. This makes it different from most shmups already, since it results in a nonlinear level design. This will change gameplay from Start Level -> Fight enemies -> Fight Boss -> Next Level to a more purposeful line of actions. Something along the line of Destroy Forcefield generator in the south, and the Flood Gates on the far east, which will drive the enemy off his Underground Base, so you can take him down. This is just a small example what might be possible. There will be different kinds of mission, to not get bored with the same thing repeating over and over again.
Additionally to this play style you will be able browse through the solar system to travel to different locations, or land on stations to resupply or receive contracts. I will be more elaborate on that some time later as this will likely be Beta content.
Also, this is currently inspired to be made for the Ludumdare October Challange, so check out the other games that are getting prepared :D
Regarding the title: Spacehunter sounds kind of not very cool. If you have a suggestion for a better title, you can leave a comment, or say hi, or give me all your money and your first born child.
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