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1034872 Posts in 41749 Topics- by 33344 Members - Latest Member: Lawlcopt0r

August 22, 2014, 05:45:01 AM
TIGSource ForumsFeedbackDevLogsFinishedFuturidium EP is done - release on june 20!
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Author Topic: Futuridium EP is done - release on june 20!  (Read 7471 times)
Skyrise
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« Reply #15 on: February 13, 2013, 12:15:43 AM »

Looks fun, though I'm not too sure about that yellow color in the levels. I think if the alien ship colors were a little more analogous, it would look more harmonious (color-wise). But perhaps the distinct colors signify something or make it more confusing, therefore more difficult. Looks cool though, will definitely try it out when I get on my PC at home.
Thank you. Smiley
We are considering a complete color (and maybe design too) revision for the final release of the game.

The original idea was to pay an homage (visually) to the classic arcade production of the '90, especially the first real-3d coin ops (I can still remember the sound of my jaw dropping the first time I've seen Virtua Racing).

At the same the games wants to be a tribute to  the classic home computer shooters from the eighties, in first istance Andrew Braybrook's Uridium, but also the psychedelic works of Jeff Minter.

Maybe the combination of the two things is too much :D and surely some color combination is not working so well... so, we are thinking to tone down a bit the colors, but at the same time, we are not sure that we like to get rid of the peculiar look of the game.

If you have tried the game, and have some feedback gameplay-side, it could be really helpful to us.  Beer!

PS
sorry for bad english.
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« Reply #16 on: February 13, 2013, 02:58:51 AM »

Your english is fine, yo.

Keep the colors! I love the visual style, and the camera is so fantastic I find myself leaning with the turns of my ship. As far as visuals go, it's very distinct and you already have options (which I neglected to check out at first). My only complaint would be that it can be very hard to tell where you're aiming - I'm not sure if that's intentional or not. I know you can kind of gauge it by following that cool light trail you leave behind, but it brings you dangerously close to enemies. Those little turrets, for instance, are super tough to aim at, hit, and evade all at once.

If that's intentional then wow, that's a tough enemy. To better ease players into that, it might be fruitful to have some kind of visual means of telling what you're aiming at during practice only.

There's a very nice balance right now, though one feature that might be kind of cool is leaving a different colored trail each time you start a life? Lives are also a bit unforgiving, but that could just be design choices.

All in all, despite some nitpicky things I'm enjoying this a whole lot. Looking forward to seeing the finished product.  Beer!
« Last Edit: February 13, 2013, 03:15:51 AM by letsap » Logged

Skyrise
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« Reply #17 on: February 13, 2013, 04:27:25 AM »

Your english is fine, yo.

Keep the colors! I love the visual style, and the camera is so fantastic I find myself leaning with the turns of my ship. As far as visuals go, it's very distinct and you already have options (which I neglected to check out at first).

+1 for full colors then. Smiley

We have a little internal debate about the game colors, but personally I really dig the current visual style of the game.

BTW, the previous post was from mauz, the graphic designer on the project, he forgot to lot out before posting.


My only complaint would be that it can be very hard to tell where you're aiming - I'm not sure if that's intentional or not. I know you can kind of gauge it by following that cool light trail you leave behind, but it brings you dangerously close to enemies. Those little turrets, for instance, are super tough to aim at, hit, and evade all at once.

Yeah, we're thinkink of adding a crosshair or something alike to aid the player aim. We can always have an option to turn the crosshair off. Wink
You actually fire always in a straight line, the basic idea is you need to perfectly align with the cubes and the enemies, taking risks doing so.


If that's intentional then wow, that's a tough enemy. To better ease players into that, it might be fruitful to have some kind of visual means of telling what you're aiming at during practice only.

Yeah, you can easily avoid their fire if you stay at a distance, but they're tough to kill since you need to align and then avoid the shot(s) at the last second. Wink

The idea is that the enemies are pretty difficult to kill, but they reward you with a lot of points, especially if you put them in the middle of a blue cube chain. You can easily have a single chain with two millions points if you manage to chain some enemies in a 50+ blue cube chain in the fourth level... (hint hint!).


There's a very nice balance right now, though one feature that might be kind of cool is leaving a different colored trail each time you start a life? Lives are also a bit unforgiving, but that could just be design choices.

Yeah, cool idea. And easy to implement and test. Wink

All in all, despite some nitpicky things I'm enjoying this a whole lot. Looking forward to seeing the finished product.  Beer!

Thanks for all the feedbacks, they're a gold mine.

We hope to have the final version ready soon... Wink
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« Reply #18 on: February 13, 2013, 05:05:19 AM »

I couldn't control the ship in the Linux version. All the menus worked fine but when the game starts I can't do anything, I tried using the keyboard, the mouse, an xbox controller and I can't even trigger a pause menu or something :C The only thing working is alt+f4.
Pity, because the visuals and the music had me really pumped up to blow something up, the game is very pretty.

Edit: Now I read that there was supposed to be an initial setup screen or something. I didn't get any, the game goes to a Unity splash, then a message about drugs and then the main screen where I can enter my name.
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Skyrise
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« Reply #19 on: February 13, 2013, 05:33:33 AM »

I couldn't control the ship in the Linux version. All the menus worked fine but when the game starts I can't do anything, I tried using the keyboard, the mouse, an xbox controller and I can't even trigger a pause menu or something :C The only thing working is alt+f4.
Pity, because the visuals and the music had me really pumped up to blow something up, the game is very pretty.

Edit: Now I read that there was supposed to be an initial setup screen or something. I didn't get any, the game goes to a Unity splash, then a message about drugs and then the main screen where I can enter my name.

Yeah we know, there's a bug in Unity with the Linux version, the setup menu doesn't show up. Sad

We'll try to have everything working fine on Linux for the final version.
Sorry for the inconvenient.
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« Reply #20 on: February 13, 2013, 05:43:03 AM »

I couldn't control the ship in the Linux version. All the menus worked fine but when the game starts I can't do anything, I tried using the keyboard, the mouse, an xbox controller and I can't even trigger a pause menu or something :C The only thing working is alt+f4.
Pity, because the visuals and the music had me really pumped up to blow something up, the game is very pretty.

Edit: Now I read that there was supposed to be an initial setup screen or something. I didn't get any, the game goes to a Unity splash, then a message about drugs and then the main screen where I can enter my name.
Yep, sorry but Linux support in Unity is still in beta, so there are a lot of issues, one of them is the lack of the setup splash screen that -for now- is the only way to customize the controls. :|
We hope that this will be fixed quite soon by unity guys, anyway we are trying to put keyboard/pad customization directly in game.

Actually you can try to control the ship with arrow keys, shoot with Q key and perform the 180 with spacebar.

edit: anticipated. Smiley
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« Reply #21 on: February 13, 2013, 10:34:35 AM »

Great, I'll try the next version when it comes out Smiley
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Skyrise
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« Reply #22 on: June 09, 2013, 11:34:34 AM »

Futuridium EP is done!
Release on: june 20 2013 - PC/Mac


Official website: http://www.futuridium.com
Facebook: https://www.facebook.com/MixedBagGames
Twitter: https://twitter.com/MixedBagGames

Ok guys, after some months the game is finally FINISHED!

It's really exciting since this is the first release from out indie studio MixedBag: we are also working on forma.8 but since Futuridium was a smaller project we've decided to finish and release it first.
The game started as a small game for the gameprog.it Unity3d contest in december, then we decided to polish it a bit and release it as a free game. And well, we started adding new stuff, polishing, adding more levels, polishing a bit more, change some core gameplay mechanics and... here we are now, the game is a LOT bigger than we anticipated.

Just a quick recap:

- 13 levels
- 13 original music tracks, for a 50 minutes original soundtrack. You can skip them in games like a jukebox.
- A new energy based gameplay mechanic
- 4 different gameplay speed, unlockable finishing the game. The game can get crazy fast...
- 4 different graphic skins
- a total graphic makeover, with revised colours, new models, more particles and special effects
- online leaderboards (with full GameCenter and achievement support on Mac OSX)
- totally revised difficulty curve, the game is still super hard but more enjoyable
- a credit system: destroy cubes to get in game credits to continue and other goodies
- some cool easter eggs..

The game will be FREE, and will be out on june 20 for PC/Mac.

Here is our new launch trailer:



And some new screenshots!

























« Last Edit: June 09, 2013, 11:39:56 AM by Skyrise » Logged

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Skyrise
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« Reply #23 on: June 20, 2013, 09:25:31 AM »

Just as promised, the PC Windows version of Futuridium EP is finally out.

Mac version is coming on the Mac App Store, Linux and iOS version will follow soon.

Here is the link to download Futuridium EP for PC, it's free so just download and enjoy the game!

http://bit.ly/1446cal

Or download from the website:

http://www.futuridium.com


Hope you enjoy the game and thanks for sharing it, it's our first release and we are super excited.  Beer! Beer! Beer!
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« Reply #24 on: July 06, 2013, 04:38:00 PM »

http://www.youtube.com/watch?v=g-n5i4puDh4&feature=c4-overview&list=UUz-BMmZPfM4KKVa90SmYY_A
made a video on this if anyone interested.
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Skyrise
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« Reply #25 on: July 07, 2013, 08:12:55 AM »


Thanks for the video! Smiley

iOS version (and Mac App Store version) will be online on july 18.

Also, we'll release an update for the current versions of the game, with some improvements and an easier difficulty level. Smiley
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« Reply #26 on: July 11, 2013, 07:24:06 PM »

One of the best indie game experiences in years. Totally unique. The visuals are simply yet beatiful, and the gameplay is really direct, simple and catchy. Music also is uniqe. Dont really like the story telling, it doest fit with the game style, but is a detail. Keep the good work
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Skyrise
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« Reply #27 on: July 12, 2013, 11:56:38 PM »

One of the best indie game experiences in years. Totally unique. The visuals are simply yet beatiful, and the gameplay is really direct, simple and catchy. Music also is uniqe. Dont really like the story telling, it doest fit with the game style, but is a detail. Keep the good work

Thanks agumaster, we're relly flattered by your appreciation of the game. Smiley

We are planning to expand it in the future, so stay tuned!
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« Reply #28 on: July 21, 2013, 07:03:25 PM »

Finally played this recently. It's pretty awesome. The difficulty in level design ramps up FAST but otherwise, it's a great game.
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« Reply #29 on: August 13, 2013, 05:13:39 PM »

haha, i still cant get past level 2, but its still fun as ever.
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Firearrow games
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too bad eggybooms ents are actually men in paper mache suits and they NEED to be agile
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