Mnemonic
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« on: April 18, 2013, 01:35:07 AM » |
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Hi! it's my first topic here, seems to be a good place to show work in progress. I would like to show a game i'm making alone. it's a project started in march 2013.
Interference (project code name), is a 2D platformer(side view) set in a futuristic world, with basic stealth mecanics. On top of that, there is a special game mecanic that allows the player to hack/modify level's structure by sliding tiles (like the game Continuity but tiles loop infinitely, more like a rubik's cube). Lets call these puzzles' zones : "Glitched Zones". Glitched Zones can have different tiles size, number of colomns and number of rows, and a level can have multiple Glitched Zones. Each zones is associated to a "Connector" (or more) and player needs to be near this connector to hack the associated glitch zone. my english isn't very good but i hope i make this part understandable, maybe an early screenshot can help :Early screenshot take on a iOS device, forget about HUD and graphics, most of them are quick placeholders i did before prototyping. Player is outside the camera, Camera is focusing on a far Glitched Zone. Platforms targeted : iOs(in a first time), Android and probably Windows & OSX (the game works fine on a computer but at this stage, controls are better with a touch screen device) EDIT : Reverse Mode ! Windows and OSX first! then port it to mobilesRelease Date : in some months, i don't want to spend a lot of time on this project. EDIT : well, i think gonna spend a lot more time than expected :DI think that's all for the presentation, and there's still a lot of work to do, see you on next update! Interference on IndieDB :
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« Last Edit: October 09, 2013, 08:39:55 AM by Mnemonic »
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jonbro
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« Reply #1 on: April 18, 2013, 03:53:26 AM » |
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whoa, looking very nice! I like that cover art that you have there, hopefully you can bring some of that nice lighting into the game!
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Mnemonic
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« Reply #2 on: April 18, 2013, 08:15:03 AM » |
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Thanks! I hope too, i have a lots of questions in my brain about the graphics... Here is some video preview of a playground level : http://vimeo.com/64318767FPS is quite bad because of the streaming record system (game is normally running at 60 fps on the iDevice)
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« Last Edit: April 18, 2013, 10:39:29 PM by Mnemonic »
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Mnemonic
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« Reply #3 on: April 25, 2013, 09:26:29 AM » |
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Hello, I've done some updates on the graphics and a quick level to test them. Here is a video to show that : http://vimeo.com/64821360and some pics of the same level :
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ink.inc
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« Reply #4 on: April 25, 2013, 09:29:31 AM » |
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Wow, this looks really great!
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PeteDevlin
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« Reply #5 on: April 25, 2013, 09:52:58 AM » |
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Looks really well made and cool, good work thus far
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Mnemonic
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« Reply #6 on: April 29, 2013, 09:24:51 AM » |
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Hi! thanks a lot guys Today, I've started to work seriously on the most boring part: Graphics! Here is some sprites for the background (contrasts are a bit low, but it gives a better lisibility in-game) : click on it for fullsizeI've planned to make 10 more sprites of big random structures and then i will work on details (logos, billboards, spaceships, etc...).
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Scott
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« Reply #7 on: April 29, 2013, 11:47:19 AM » |
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This looks very interesting. Can't wait to see more!
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DAISHI
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« Reply #8 on: April 29, 2013, 05:59:49 PM » |
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I'm in love. Finish this!
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Kinaetron
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« Reply #9 on: April 30, 2013, 03:48:07 AM » |
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This looks really interesting, hope to play it sometime.
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Life sucks and then you die.
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Mnemonic
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« Reply #10 on: May 21, 2013, 01:52:02 AM » |
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Hello! Thanks for your support! I'm still working on it but I don't have a lot to show. I've done some level design (i have 10 levels now), integrated a NPC monologue system, added some rain and ambient sounds, and coded more lasers' behaviors (static, rotating, moving, blinking, tracking). And still working on graphics : A quick test of background composition : And some sprite animations :
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matriax
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« Reply #11 on: May 21, 2013, 10:17:18 AM » |
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Looks promising! and the puzzle/platform mix seems interesting, want more!
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Mnemonic
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« Reply #12 on: June 17, 2013, 05:48:09 AM » |
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Thanks matriax, i didn't work a lot on it but here is something more : And to finish, somethig off-topic, a little game i did to take a break from Interference and try to understand how appstore works. it's called SpheraeThe app is still in review but i hope it will be approved soon.
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« Last Edit: June 19, 2013, 01:54:27 AM by Mnemonic »
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Cloudiest Nights
Level 1
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« Reply #13 on: June 17, 2013, 10:15:49 AM » |
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Android release on that side project?
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Mnemonic
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« Reply #15 on: June 28, 2013, 09:04:18 AM » |
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Interference is now on IndieDB :
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Mnemonic
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« Reply #16 on: July 03, 2013, 08:37:21 AM » |
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Hello, I've recently made some changes about this project, i'm now focusing on windows/osx version of the game (less optimisations, more fun). Mobile versions are still in my mind but after the PC version. So, i've added some new things : - in-game cinematic/dialogue system that looked like an animated comic book - visual field of view for enemies (with occlusion) - wrote a new shader for fullscreen glitch - start to tweak controls for keyboard/mouse Some concept arts (with process videos)
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Juan Raigada
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« Reply #17 on: July 04, 2013, 12:17:25 AM » |
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Good luck with the change of platform. PC worked very well for Gunpoint, which seems to share some similarities with your game.
I really, really like the visual style you are going for. Are you doing everything by yourself?
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Mnemonic
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« Reply #18 on: July 05, 2013, 12:56:06 AM » |
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Thanks a lot! i agree, Gunpoint is a good reference for keyboard/mouse controls. I will also try to support gamepad... not sure how to do this for the puzzles' mecanic... and yep, i do everything except the music.
new features added yesterday: - player can grab every ledges and can climb/fall or jump from them - player can knockout enemy by tazing them
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deathpat
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« Reply #19 on: July 05, 2013, 03:36:41 AM » |
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I love what you're doing here ! The graphics are really cool, they feel a bit like in Flashback, but more modern. The concept arts are gorgeous .. and the puzzle idea is great as well. I'm glad you're going for a PC version, cause I rarely play on my phone
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