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moomoomang
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« Reply #5301 on: February 21, 2015, 01:11:04 AM » |
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Looks damn good. I'm assuming it's a point-and-click adventure?
Hey thanks! It's kinda more like an RPG, its all about "leveling up" your comedic abilities
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yanimstudio
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« Reply #5302 on: February 21, 2015, 05:03:21 AM » |
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Our Red Goddess #screenshotsaturday with Fear breaking bad! Check it out please #gamedev #indiegamedev #unrealdev #indiegame Thank You and nice weekend!
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suny
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« Reply #5303 on: February 21, 2015, 05:30:24 AM » |
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SHMUP CreatorWe are working on a demo level (and on an ocean shader) for the SHMUP Creator : You can see more on our website: http://bulostudio.comHave a nice week-end! S.
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Pehesse
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« Reply #5304 on: February 21, 2015, 05:44:35 AM » |
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New week, new character! As always, all the details are in the devlog.
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Rebusmind
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« Reply #5306 on: February 21, 2015, 06:37:29 AM » |
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I tried to capture the essence of SwapQuest into a single gif. What do you think? ----- In other news, I implemented image sharing, so that you can show off your score on Twitter and Facebook. It took a while but now I'm really satisfied with it. The background changes depending on the last level you played.
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Bishop
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« Reply #5307 on: February 21, 2015, 06:52:00 AM » |
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I finished a game for the first time ever!
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« Last Edit: February 21, 2015, 09:11:35 AM by Bishop »
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JustRadek
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« Reply #5308 on: February 21, 2015, 08:43:06 AM » |
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Preliminary in-game battle for Trudy's Mechanicals. The area itself centers on a giant furnace made to look like horrific, metal beast.
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Ultima Ratio Regum
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« Reply #5310 on: February 21, 2015, 09:04:02 AM » |
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A procedurally-generated crypt, buried deep in the desert...
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Mystic River Games
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« Reply #5311 on: February 21, 2015, 09:47:05 AM » |
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Just a quick update Landing on a planet to explore with a small shuttle.
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The_Observer
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« Reply #5312 on: February 21, 2015, 10:26:30 AM » |
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Wazeau perfected our water shader a bit more and added some splashing waves.
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stilghar
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« Reply #5313 on: February 21, 2015, 10:46:13 AM » |
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New art style for Dimension Drive (wip). Devlog here
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Timo Vihola
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« Reply #5314 on: February 21, 2015, 11:23:40 AM » |
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Rotondo: Very nice impact on the death! We're putting in hand assembled locations to Hardland to give a solid frame for the procedural generation to happen in. Also makes it easier to start adding narrative elements as you can guarantee quest givers or crucial objects are exactly where they need to be. We're using Blender as our level editor and each unique location is made with small entity templates. These Cobold Cave walls are made with only 3 different rock objects: One visual disadvantage of small instanced objects is that we can't bake lighting, luckily the dynamic lighting gets the job done pretty well. The huge gameplay advantage is that each object remains fully dynamic and destructible (if we want them to be that way). Here's an example how small the smallest entity templates are: (it has been positioned, rotated and scaled differently, same as the rocks)
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Alec S.
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« Reply #5315 on: February 21, 2015, 11:54:40 AM » |
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hazeman
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« Reply #5316 on: February 21, 2015, 11:59:36 AM » |
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Added thorn spikes today. http://bit.ly/1t69btW
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------------------------------------------------ Twitter @xanthousray
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autumnspark
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« Reply #5318 on: February 21, 2015, 01:46:59 PM » |
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Circling attack drones, thermal decoys, anti laser dust cloaks and decent sized ships.
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« Last Edit: February 21, 2015, 02:55:38 PM by autumnspark »
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acatalept
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« Reply #5319 on: February 21, 2015, 02:45:29 PM » |
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