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879578 Posts in 32990 Topics- by 24370 Members - Latest Member: kara

May 24, 2013, 11:10:46 AM
TIGSource ForumsDeveloperFeedback[Beta Test] Diabolus Ex Machina
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Author Topic: [Beta Test] Diabolus Ex Machina  (Read 1339 times)
voodoomaster
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« on: June 22, 2012, 01:01:28 PM »

Somewhere in the far future mankind succeed in building the first artificial creatures from biological and electronical components. Unsurprisingly, one of the first applications is the usage as highly intelligent battle drone. These drones are called Bionics and do constantly improve their artificial brain, learn rapidly from all perceptions and grow a self-awareness.
One day, they decide to turn against their creators...




About the game:
Diabolus Ex Machina was inspired by the classic C64 game Paradroid with new game play elements like the camouflage function and the upcoming multiplayer mode. It does not mean to be a clone or remake.
However, the main goal is to eliminate all hostile Bionics either by killing or by taking them over. There are multiple Bionics classes which differ in power, indicated by different colors.

System requirements:
- Windows 7 / Vista, Linux
- 2+ core CPU
- 512 MB RAM
- 150 MB hard disk space
- Graphics card capable of OpenGL 2.0

About Feedback:
I thankfully take any kind of feedback, but am especially interested in comments about gameplay, balance, difficulty and understandability.

Download:
Beta version with 3 levels: www.diabolus-ex-machina.com/downloads.html
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voodoomaster
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« Reply #1 on: July 04, 2012, 01:12:40 PM »

Update:
- added various LibGDX particle effects for explosions, smoke, etc.
- recorded a short game video: https://www.youtube.com/watch?v=gJxHbWzxGq8&feature=player_embedded
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BWG
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« Reply #2 on: July 04, 2012, 11:01:18 PM »

Ver nice. I like the soft shadowing effect. Is that done with shaders, or is it a kind of hack? I only ask because I got a similar effect with warped sprites.
Cheers

 
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voodoomaster
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« Reply #3 on: July 04, 2012, 11:25:38 PM »

Lighting and shadows are done with OpenGL, they are calculated dynamically on the fly with the help of the library box2dlights. Internally, the tilemap is mirrored as box2d world for raycasting.
Explosions are made from particles and the moving rotating thingies as well as the bullets are "ordinary" animated sprites.
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BWG
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« Reply #4 on: July 05, 2012, 10:51:50 PM »

Lighting and shadows are done with OpenGL, they are calculated dynamically on the fly with the help of the library box2dlights. Internally, the tilemap is mirrored as box2d world for raycasting.
Explosions are made from particles and the moving rotating thingies as well as the bullets are "ordinary" animated sprites.

That's very interesting. I will have to look more into that library, thanks!
And congrats on the game. It's very cool.
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voodoomaster
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« Reply #5 on: August 27, 2012, 10:27:52 PM »

Update 0.8.6 beta includes:
  • fixed camouflage stake not being resetted after bullet hit
  • fixed missing power validation for key bound morphing
  • support of weaker CPUs
  • enlarged levels
  • tweaked overall timing
  • improved character wall movement
  • improved character door passing
  • rolled back OpenAL version due to broken stereo panning
  • new explosion animation

Testers wanted  Blink Blink
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Pandara_RA!
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« Reply #6 on: September 14, 2012, 10:49:36 PM »

video inc. sorry for the delay.
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Need your game tested? Though want a more direct, personal, and deep experience? Try checking out my game testing thread! http://forums.tigsource.com/index.php?topic=24024.0
voodoomaster
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« Reply #7 on: May 18, 2013, 02:21:25 AM »

Diabolus Ex Machina is up for voting at Steam Greenlight.
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