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TIGSource ForumsCommunityDevLogsCold Vengeance - 90s Style 3D Run 'n' Gun [OUT NOW!]
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Author Topic: Cold Vengeance - 90s Style 3D Run 'n' Gun [OUT NOW!]  (Read 30352 times)
Alec S.
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« Reply #80 on: January 12, 2016, 01:05:18 PM »

Cold Vengeance now has a trailer and a Greenlight page

Trailer:




Vote for Cold Vengeance on Steam Greenlight
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Alec S.
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« Reply #81 on: January 14, 2016, 10:13:04 AM »

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Alec S.
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« Reply #82 on: January 14, 2016, 12:49:31 PM »

And one more because why not:

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shellbot
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« Reply #83 on: January 15, 2016, 06:49:22 AM »

This looks ridiculously fun Crazy

following
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Alec S.
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« Reply #84 on: January 15, 2016, 10:22:18 AM »

Thanks!

Cold Vengeance on IndieGameMag: http://indiegamemag.com/save-the-president-from-the-evil-clutches-of-canada-in-cold-vengeance/

And on HardcoreGamer: http://www.hardcoregamer.com/2016/01/12/cold-vengeance-runs-and-guns-onto-steam-greenlight/187099/
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Alec S.
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« Reply #85 on: January 15, 2016, 01:57:38 PM »

Finishing up the first pass on the Ruins level.  Really starting to get into the flow of designing levels in 3D and I'm really enjoying it!  

Here's a overview shot of one of the areas of the ruins:

(Note that I made the ground+outer bounds of the level invisible for better visibility)




I'll give a description, but don't read it if you don't want mild gameplay spoilers


It's got three tiers, with the player normally entering the area on the middle tier.  The middle tier has a number of gaps the player can fall through which leads them to the bottom tier (however, there is a staircase that can take them back up to the middle tier).  The middle tier has more of a focus on ranged enemies, where as the lower tier has a lot off melee enemies and close-ranged shotgun enemies.  There are also enemies on the middle tier throwing bombs down to the bottom tier.  The upper tier can only be reached with the jetpack, and only from a couple spots on the middle tier.  It is significantly harder than the other tiers, and has more gaps to fall down, but you get a bonus item if you make it through.

Also note those bridges near the half-way point take the player over a gap.  Basically, the player will have one of four potential encounters depending on which bridge they take.
« Last Edit: January 15, 2016, 02:24:10 PM by Alec S. » Logged

Alec S.
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« Reply #86 on: January 18, 2016, 01:10:01 PM »

Ninja is supreme and you have double crossed it!  Why did you do that!

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Alec S.
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« Reply #87 on: January 22, 2016, 01:29:17 PM »

Update 1/22/16

I've been working on a late-game mini-boss and a hidden optional mini-boss, so not much to actually show.  I've also been working on having safe-zones, where the player can talk to NPCs.

Also, I've got a side project that I started a DevLog for: https://forums.tigsource.com/index.php?topic=52459.0
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Alec S.
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« Reply #88 on: January 27, 2016, 02:04:58 PM »

A friendly village:

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Alec S.
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« Reply #89 on: February 02, 2016, 09:49:03 AM »

Canyon

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Alec S.
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« Reply #90 on: February 03, 2016, 11:08:28 AM »

Got the cutscene system working.  Shitty 90s style cutscene go!

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b∀ kkusa
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« Reply #91 on: February 03, 2016, 11:17:18 AM »

I went to look at the recent batch of recently greenlit games and i was surprised by the fact it's not greenlit yet.
Lot of less polished games were greenlit meanwhile.
Is there a lack of people interested by this or is it big lack of visibility?
I thought that maybe your banner image didn't honor the game.
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Alec S.
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« Reply #92 on: February 03, 2016, 12:19:51 PM »

Could be the banner image, yeah...  But this has been pretty standard for all the games I've put up on Greenlight.  My previous game is still sitting at ~50%, and the original Venusian Vengeance took about 2 years to get Greenlit.

Anyway, there's still a number of months before I plan to finish the game, so there's time to try to build an audience.  My current plan is to put together a playable demo this month, which will hopefully help.

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Alec S.
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« Reply #93 on: February 06, 2016, 10:48:04 AM »

Some screenshots of the new canyon level that I've been working on this week.

Basically, the main thing to distinguish this level is that there's a gap in the middle with rushing water at the bottom, which will kill Jon Dagger if he falls in it.  You must stick to ledges and bridges.  Naturally there's a lot of opportunity for versatility here, since I can have multiple tiers of ledges and stone arches crisscrossing across the canyon.  Plus there are more ways to get through the level if you have the jetpack.










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Alec S.
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« Reply #94 on: February 10, 2016, 03:27:47 PM »

Got the motorcycle in:



I really need to redo those cliff models.
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Alec S.
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« Reply #95 on: February 11, 2016, 01:29:00 PM »

I've been working some more on the forest area:



Meanwhile, I've also been working on a Demo.  The Demo level will not be one of the levels in the game, but will showcase the city and ruin environments and enemies from the first few levels.  That should hopefully be ready within the next few days.
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Alec S.
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« Reply #96 on: February 13, 2016, 01:28:46 PM »

A shot from the demo level.

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Alec S.
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« Reply #97 on: February 16, 2016, 04:36:57 PM »

Early alpha demo now available: https://malec2b.itch.io/cold-vengeance-demo

The demo contains a level specifically designed for the demo which will not be in the final game.
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Alec S.
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« Reply #98 on: February 17, 2016, 05:47:14 PM »

Great playthrough video of the demo:

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io3 creations
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« Reply #99 on: February 18, 2016, 11:08:21 AM »

Probably because of my Virtua series nostalgia, I like the gfx style.

It seems like the demo level has a medium-ish difficulty.  It's very easy to die when you get to the enemies that shoot at you. That could turn some players off from wanting to play the game.  Maybe spreading them out a bit and having one shooting enemy first would've been better.  Or possible that the game is indeed intended for more experienced players.

I agree with a few points mentioned in the demo playthrough video.  If you can't see an enemy, that enemy shouldn't be able to see you.  Either increase the draw distance or limit the enemies.  Also, I w
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