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TIGSource ForumsCommunityDevLogsNo More Probes - Survival / RTS - [ Greenlit ]
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atmos
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« Reply #20 on: May 01, 2014, 12:41:46 PM »

Skydsgaard: Thank you. Words like this keep me going!

Here is another update on my project.

Implemented bunch of new stuff such as:

New animations for PopNut Sentries
New design and art for the "Teleport PowerUp"
New art for Generator
Gamepad support



Cheers,
Atmos
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atmos
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« Reply #21 on: May 03, 2014, 11:21:28 AM »

Hi all,

Here is a short gameplay video from my latest alpha build. Hope you enjoy.

Changes from my last post:

- hero now drop one-liners on different occasions
- new sound for "obastacles" Vending Machine, Toxic Waste, Fire Barrel
- new sprite font



Cheers
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skittlefuck
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« Reply #22 on: May 03, 2014, 12:28:47 PM »

Looks really gritty and awesome!
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atmos
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« Reply #23 on: May 04, 2014, 06:04:16 AM »

skittlefuck: Thanks man.

Started work on my first boss and decided to share some work from the process.
Meet Ghzax:

muddy concept from my sketchbook


first animation for the boss
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atmos
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« Reply #24 on: May 05, 2014, 09:29:19 AM »

Started working on the art for conversations between characters ( ingame cutscenes )

Here is the first test. Sorry for the bad language.

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atmos
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« Reply #25 on: May 06, 2014, 09:57:44 PM »

I've put some work in the conversation system and here is the result so far. Portrait animations are still missing, but I will leave that for later, so I can focus on other things.



The boss battle has three stages. Here is some action from the second one:

« Last Edit: May 06, 2014, 10:17:04 PM by atmos » Logged

aberrantmike
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« Reply #26 on: May 07, 2014, 03:27:42 AM »

awwwwwshet this looks like something I want to play
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Vanhail
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« Reply #27 on: May 07, 2014, 04:51:11 AM »

Great concept and execution. Keep up the good work!
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mirrorfish
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?!?! ... It's just a box.


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« Reply #28 on: May 07, 2014, 07:55:12 AM »

This looks very cool, great art style and a lot of personality. Love the aesethetic and the game mechanics look like a lot of fun, I like the idea of this type of TD variant.
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atmos
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« Reply #29 on: May 14, 2014, 10:14:06 AM »

Hi all,

aberrantmike, mirrorfish, Vanhail Thank you all. I am hoping that I will be able to prepare a public alpha version by the end of the month, and you guys will give it a try.

here is my latest report:

- created "boot screen"
- created "winners don't screen"
- created "No More Probes" logo and screen
- wide screen effect on start of a level
- some new sound fx for the screens
- fixed collision bug where the character animations start to jitter on collision

I am really trying to get an oldschool pc-console feel for the game and this is what I have achieved so far.
 


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atmos
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« Reply #30 on: May 17, 2014, 07:26:39 AM »

latest report:

- I have changed the art assets and rewritten part of the code for the second "Gadget", the Canartche(Canary)1000

The Canartche-1000 has 3 upgrades

- flies and shoots at enemies
- upgrade the Canartche-1000 with the ability to gather Junk
- upgrade the Canartche-1000 with the ability to repair Sentries
- The drone now can enter DefenseMode and shoot faster, but lose the ability to move

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atmos
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« Reply #31 on: May 24, 2014, 09:25:24 AM »

update

- re-worked all art assets and behavior for my second robot invader

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atmos
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« Reply #32 on: May 25, 2014, 06:55:50 AM »

Gabriel Verdon: Thank you. I just checked your project Bitter End and I must say, it looks very interesting.

DevLog Update #3

- updated the art assets and code for the "crawler" ( Nom-Nom )
- PopNut sentries now can be hit only once per 2 seconds

Nom-Nom Behavior

- enemy will look for your position and then go to it
- enemy will ignore solid obstacles while digging ( moving )
- enemy will attack you if it is beneath you
- on arrival enemy will look again for player position

I like how it turned out, because it gives you pressure to not stay on one spot for to long

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atmos
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« Reply #33 on: May 29, 2014, 10:05:51 AM »

DevLog Update #4

- sentries now create light during night thus increasing your vision
- new art for "Warp" power-up
- started work on bonus stages
- the main thing in this update is the weather effects. They happen on random when you start a level. For now there are "Rain" and "Dust Storm"

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UmutD
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« Reply #34 on: May 29, 2014, 11:11:54 AM »

Not sure how the gameplay works, but I dig the artwork and overall setting, great job.
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atmos
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« Reply #35 on: June 01, 2014, 07:50:03 AM »

umutD: Thanks. You can check out the gameplay footage at the bottom of this post. I hope you will like it as well.

DevLog Update #5

Today's update is rather small, but I wanted to take a little brake from the project. I did a short presentation in my home town in a Indie game showcase and it went pretty well. When and if I receive some footage I will post it here

- redesigned the spawn system for Power Ups
- Power Ups now float around and bounce of solid objects
- new art assets for power ups
- new art asset for PU_shield



Here is some fresh footage from my current PreAlpha Build



I almost forgot to mention that now, I have a website for "NMP". You can check it out here at: http://www.nomoreprobes.com/
« Last Edit: June 01, 2014, 08:23:32 AM by atmos » Logged

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« Reply #36 on: June 01, 2014, 04:11:08 PM »

Have to say this is looking very nice, typically no fan of tower defence style games but you seem to add a very nice 'rts' twist to it, and of course the charming graphics style totally helps to sell the concept.

Just by going by these gif's I can feel the 'just one more try' vibe, thumbs up!
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folks out there might think I'm crazy, but I've got to rescue Daisy!
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« Reply #37 on: June 03, 2014, 11:41:17 AM »

bounds Thanks man. I really don't see NMP as a TD. There is a lot going on in the game that is more towards RTS, but I get what you are saying and to honest I share your opinion.

DevLog Update#6

Today's update is rather small, but I wanted to share it nevertheless.

- enemies now flash when hit
- enemies will sometimes spawn FX with damage number on hit
- "destroyed" animation updated for all robots
- new particle for "destroyed" animation

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knifeySpoonie
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« Reply #38 on: June 03, 2014, 02:10:35 PM »

wow this looks really cool so far. loving the style you've gone for
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Founder and Creative Director |  KnifeySpoonie Games  |  Tpickarddev.com | @TPickardDev
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« Reply #39 on: June 08, 2014, 06:24:25 AM »

knifeySpoonie: Thanks. I would really like to add more little details in the animation, but for now I am happy with how it is turning out.

DevLog #7

Added some small changes to the game that led to some big effects on the gameplay. Instead of charging the generator while you are close to it, now you have to spend "Junk" and convert it into "Energy". This adds a whole new strategic element to the game, because now you have to choose either to wait and gather more to be able to build gadgets or charge the generator and fight now.

- new art for processors resource
- processor resource will now fly to you if you are in range

- I've added the ability to turn on and off the main generator ( Gamepad Y )
- generator's lights will consume resource "energy" during night
- now you need to use "junk" in order to create "energy" ( 1J for 2E )
- fixed some bugs with generator's animations and created turn on/off anims

- all new art assets for robot "Clap-Clap"
- obstacle Magic Chest now spawns gems instead of cherries

- added new sounds for: convert Junk to Energy, sentry shoot, obstacle-failed experiment shoot, robot destroyed, boss Ghzax beam and rocket shots

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