Title: Welcome Back, Commander Post by: Ramos on March 15, 2024, 04:40:09 AM (https://clan.akamai.steamstatic.com/images//45055019/99f24838561525360533ffcf179c60fa224e3850.png)
Hi, We started development on a new game from the Chromosome Evil Franchise. It won't be a direct sequel but rather a small prequel of sorts with different mechanics mixed with the RTS combat part. I am going for a Diegetic UI design combined with easy 3 choices per day type of gameplay but all choices must have a big impact. This will probably also be the final entry from this franchise. First concept: (https://img.itch.zone/aW1nLzE1NTkwNzI1LnBuZw==/original/qEnE4j.png) Team Popa Cristian Manuel - artwork, game design, marketing, balance, team management, testing, level design Sergey Dovganovsky - programming, animation, testing, balance Developed under 16 BIT NIGHTS studio (https://img.itch.zone/aW1nLzE1NTkwNzIxLnBuZw==/original/fQ0Jtm.png) Gentlemen :gentleman: Title: Re: New game Post by: vdapps on March 15, 2024, 10:50:36 AM 3rd game already. Prolific! Keeping fingers for smooth development and another success.
Title: Re: New game Post by: Ramos on March 16, 2024, 12:56:58 PM 3rd game already. Prolific! Keeping fingers for smooth development and another success. Thank you for the encouragement vdapps! In the meantime, I start to decide on the color palette and final polish adjustments on the game design. This is critical part of the game because here the player will spend half the gameplay time so I try to polish it as much as possible. (https://img.itch.zone/aW1nLzE1NTkwNzAxLnBuZw==/original/EKwkYI.png) Title: Re: New game Post by: Ramos on March 17, 2024, 07:11:17 AM Some more progress.
I will try to keep all details minimal on the environment and go high-detail on interactive components. (https://img.itch.zone/aW1nLzE1NTkwNzEyLnBuZw==/original/rXwPFo.png) Title: Re: New game Post by: Ramos on March 18, 2024, 07:00:42 AM Made some more progress
(https://img.itch.zone/aW1nLzE1NTkwNjg5LnBuZw==/original/m1jsN9.png) Title: Re: New game Post by: Ramos on March 20, 2024, 06:16:35 AM just added more polish and also additional visuals for different screen ratios (https://img.itch.zone/aW1nLzE1NjIwNDA2LnBuZw==/original/a1U3o%2F.png) And the first iteration of the parallax effect (https://cdn.discordapp.com/attachments/711214058111500359/1220012001275678831/ts.gif?ex=661fd8b7&is=660d63b7&hm=7c322190fc11115179e7d740010dc700a5d88aff8d52ef3c3ff0577f7ac0811e&) Title: Re: New game Post by: Bones on March 20, 2024, 06:55:46 AM Very cool! Especially like how you've integrated the GUI and UI into the scene. Really unique stuff! Reminds me of a kind of Escape Room. Parallax looks alright, maybe consider making the second layer not move as quickly could allow for more subtly in the effect.
Title: Re: New game Post by: Ramos on March 22, 2024, 04:30:20 AM Very cool! Especially like how you've integrated the GUI and UI into the scene. Really unique stuff! Reminds me of a kind of Escape Room. Parallax looks alright, maybe consider making the second layer not move as quickly could allow for more subtly in the effect. Thank you for the kind words! I agree on the parallax it is very annoying but it was just my first iteration. We reduced the speeds and added some adjustments. Also my partner started adding the rollovers and tooltips I made + a mechanical arm for unit selection. (https://cdn.discordapp.com/attachments/711214058111500359/1220703818111516703/ts23.gif?ex=660fe805&is=65fd7305&hm=452d88d684203093c7c51dd4d540bfb205fdd4228de4f3af5b00a1e9125c3371&) Title: Re: New game Post by: Bones on March 22, 2024, 09:03:32 AM I like the mechanical arm unit thing, keeps with a very consistent in world user interface.
Which is very cool the GUI is looking pretty solid considering you don't see this kind of interface much. The rollovers are looking pretty spot on and insightful as to what things are, easy to read with the bold font. I might suggest picking perhaps a more military looking font. As this one looks a tad on the superhero comic book kind of vibe. Do you have plans for any other game screens or will this be it? Keep up the great work, it's really shaping up quickly. Title: Re: New game Post by: Ramos on March 22, 2024, 12:54:19 PM I like the mechanical arm unit thing, keeps with a very consistent in world user interface. Which is very cool the GUI is looking pretty solid considering you don't see this kind of interface much. The rollovers are looking pretty spot on and insightful as to what things are, easy to read with the bold font. I might suggest picking perhaps a more military looking font. As this one looks a tad on the superhero comic book kind of vibe. Do you have plans for any other game screens or will this be it? Keep up the great work, it's really shaping up quickly. Thank you for the feedback sir :gentleman: Regarding the font I actually do aim for that comic book feel to it, tales from the crypt type since the game theme will be military/horror, and those characters you see there will have comic speech bubbles according to the events presented. The other half of the gameplay will be real-time top-down tactics similar to the main Chromosome Evil 2 project since this will be a sort of prequel to the franchise. Title: Re: New game Post by: Ramos on March 26, 2024, 02:53:10 PM UPDATE
I am trying to also integrate the inventory menu within the War room interface. Each slot will provide the player with a minimum of 2 choices and a maximum of 3 choices for upgrade equipment. There will be no perfect build and the goal here is to create a unique build on each playthrough providing freedom to the player and more ways to play. (https://img.itch.zone/aW1nLzE1NjQxMjcxLnBuZw==/original/8PYcQn.png) Please bare with me, the main target here is to have low gameplay time, around 3-max5 hours of gameplay but HUGE replaibility value Title: Re: New game Post by: Ramos on April 03, 2024, 04:35:15 PM Animation I made for camp screen
(https://cdn.discordapp.com/attachments/711214058111500359/1225223136321208320/FIRE_animation.gif?ex=662058f7&is=660de3f7&hm=1af47cb0e78fae1ecee6c2234b605526298dff74f9d243a7230ba9475d7fa67f&) CONTEXT(mockup) (https://cdn.discordapp.com/attachments/711214058111500359/1225231765145391175/image.png?ex=66206100&is=660dec00&hm=6e038117cbc5ab703a091a5aadacd2cef92f6c7b30bb9374de313b27456c32ce&) Title: Re: New game Post by: Ramos on April 10, 2024, 01:30:38 PM More encounters
(https://img.itch.zone/aW1nLzE1NzE3OTUxLnBuZw==/original/0Qd6KR.png) (https://img.itch.zone/aW1nLzE1NzE3OTU0LnBuZw==/original/C1fePQ.png) (https://img.itch.zone/aW1nLzE1NzE3OTk5LmdpZg==/original/z%2BsnIf.gif) Context (mockup) (https://img.itch.zone/aW1nLzE1NzE3OTU5LnBuZw==/original/4fJL7a.png) Title: Re: New game Post by: BestFriendStudio on April 12, 2024, 08:12:56 AM Best luck with the new project. I love how fast you are able to prototype new ideas. :handclap:
I assume that two successfully completed games gives you more confidence, and reduce guessing regarding what you need to do, especially when marketing is in question, which speeds up some processes. Small comment regarding mockup, I would maybe use different colors for displays, with idea to give different priority to different information, especially for the monitors which are there just for the atmosphere. Also adding another "filler" row of computers between foreground and background will give more depth, and make everything even more important, like in NASA launching center. :) Title: Re: New game Post by: Ramos on May 17, 2024, 03:02:47 PM Best luck with the new project. I love how fast you are able to prototype new ideas. :handclap: I assume that two successfully completed games gives you more confidence, and reduce guessing regarding what you need to do, especially when marketing is in question, which speeds up some processes. Small comment regarding mockup, I would maybe use different colors for displays, with idea to give different priority to different information, especially for the monitors which are there just for the atmosphere. Also adding another "filler" row of computers between foreground and background will give more depth, and make everything even more important, like in NASA launching center. :) Thank you for the constructive criticism! Yes, having more released games helps, I aim for that long-term steady income. Timelapse of cutscene artwork (https://img.itch.zone/aW1nLzE2MTg3MTc3LnBuZw==/original/WOLILe.png) (https://img.itch.zone/aW1nLzE2MTg3MTc5LnBuZw==/original/irfSJQ.png) (https://img.itch.zone/aW1nLzE2MTg3MTgxLnBuZw==/original/c3z7Fd.png) (https://img.itch.zone/aW1nLzE2MTg3MTg0LnBuZw==/original/6Y4G9y.png) (https://img.itch.zone/aW1nLzE2MTg3MTg5LnBuZw==/original/2iJW0Y.png) :gentleman: Title: Re: New game Post by: Alex N. on May 17, 2024, 09:51:22 PM One of the things that (to me) speaks "games made with passion" is consistent visual style. And your style, even if pixel art, stays somehow consistent and recognizable across games. Can't wait to see where you take this one :toastR:. I'm sure this one is not another game about zombies... right?... right Ramos?
Title: Re: New game Post by: Bombini on May 20, 2024, 11:13:47 PM I love the idea of a prequel to get to know more lore about what and why things happened!
Cant wait to see more. Title: Re: New game Post by: Ramos on May 21, 2024, 12:26:34 AM One of the things that (to me) speaks "games made with passion" is consistent visual style. And your style, even if pixel art, stays somehow consistent and recognizable across games. Can't wait to see where you take this one :toastR:. I'm sure this one is not another game about zombies... right?... right Ramos? Thank you for the support! And yea ... not another zombie game ... :eyebrows: I love the idea of a prequel to get to know more lore about what and why things happened! Cant wait to see more. Glad to hear this! New scene timelapse (this will also have animation) (https://img.itch.zone/aW1nLzE2MjM2NjcwLnBuZw==/original/9csqgU.png) (https://img.itch.zone/aW1nLzE2MjM2NjczLnBuZw==/original/alA3%2Bs.png) (https://img.itch.zone/aW1nLzE2MjM2Njc0LnBuZw==/original/BYOPvd.png) (https://img.itch.zone/aW1nLzE2MjM2Njc3LnBuZw==/original/%2Fc4b1W.png) :gentleman: Title: Re: New game Post by: Ramos on May 25, 2024, 02:33:24 AM I finally managed to finish all the intro cinematic panels.
Now it's time to add animate them. Sadoff will have a blast The goal is the same: MAXIMUM Atmospheric value with MINIMAL colors and MINIMAL details (https://img.itch.zone/aW1nLzE2Mjg2NTU1LnBuZw==/original/pfqsr%2F.png) (https://img.itch.zone/aW1nLzE2Mjg2NTU2LnBuZw==/original/S%2BLSMZ.png) (https://img.itch.zone/aW1nLzE2Mjg2NTU3LnBuZw==/original/jhly0A.png) (https://img.itch.zone/aW1nLzE2Mjg2NTU4LnBuZw==/original/MoiNRF.png) Title: Re: New game Post by: Rogod on May 25, 2024, 04:53:14 AM Dang, this is like a crash-course in how to go from planning-a-game to making-a-game.
Very good :gentleman: Title: Re: New game Post by: vdapps on May 28, 2024, 10:02:13 AM I really like that minimalism. I'm on the same boat with you here. And not just as indie dev but also as a player (many of today's games with hunt for super-duper-bestest visual fidelity are many times too much visually cluttered with details, distracting from game's substance).
Title: Re: New game Post by: Ramos on May 28, 2024, 11:01:58 AM Dang, this is like a crash-course in how to go from planning-a-game to making-a-game. Very good :gentleman: Thank you for the kind words! I am working hard now to have enough content to start a coming soon page. I really like that minimalism. I'm on the same boat with you here. And not just as indie dev but also as a player (many of today's games with hunt for super-duper-bestest visual fidelity are many times too much visually cluttered with details, distracting from game's substance). I am glad you feel this way because as I said: my goal is to make maximum atmospheric value with minimal details and minimal colors. Started work on animating some of these panels, we still need to make some polish but it's almost there. And as far as progression goes this will have a solid combo, included here it will be: the intro cinematics, The teaser trailer content, the tutorial, the interactive start new game choices. (https://img.itch.zone/aW1nLzE2MzI4NTAwLmdpZg==/original/fTVkIW.gif) (https://img.itch.zone/aW1nLzE2MzI4MzgxLmdpZg==/original/PrlI45.gif) (https://img.itch.zone/aW1nLzE2MzI4Mzg1LmdpZg==/original/CIoOvK.gif) (https://img.itch.zone/aW1nLzE2MzI4MzkzLmdpZg==/original/zCXZso.gif) (https://img.itch.zone/aW1nLzE2MzI4NDA2LmdpZg==/original/jAoT1S.gif) (https://img.itch.zone/aW1nLzE2MzI4NDEwLmdpZg==/original/hRD%2BDq.gif) I can hardly wait to compile all these scenes with voice acting and release the teaser trailer :gentleman: Title: Re: New game Post by: Alex N. on May 28, 2024, 11:55:43 PM A small unasked for advice from a fellow art director (look at me dropping titles, ikik). Avoid as much as possible inconsistencies in style (look at the smoke plumes in second gif vs the smoke in the third and forth gif). The rule usually goes it's either all inconsistent all the time, or the inconsistency means something in particular. Not sure it's the case here. Having inconsistencies outside of the mentioned above special cases is hardly well received by the general public.
Also a small camera shake in gif 2, 3,4 and 6 would add to the scene. The question would be, how is this scene "filmed"? Well there is a drone or another helicopter with a cameraman filming the action. So there must be some shaking in the recording happening, because that drone/helicopter is also affected by wind. Hope these help! All in all good progress so far, keep it up. Title: Re: New game Post by: Bombini on May 29, 2024, 12:35:14 AM Do you have a rough timeline for a first rough playable?
Title: Re: New game Post by: Ramos on May 30, 2024, 02:14:11 AM A small unasked for advice from a fellow art director (look at me dropping titles, ikik). Avoid as much as possible inconsistencies in style (look at the smoke plumes in second gif vs the smoke in the third and forth gif). The rule usually goes it's either all inconsistent all the time, or the inconsistency means something in particular. Not sure it's the case here. Having inconsistencies outside of the mentioned above special cases is hardly well received by the general public. Also a small camera shake in gif 2, 3,4 and 6 would add to the scene. The question would be, how is this scene "filmed"? Well there is a drone or another helicopter with a cameraman filming the action. So there must be some shaking in the recording happening, because that drone/helicopter is also affected by wind. Hope these help! All in all good progress so far, keep it up. Thank you for the feedback mister Alex! Yes, I agree in regards to the smoke, It's a personal choice to have it animated in some scenes in order to have a different impact on another scenes. For shaky cams it's funny, you say this, I both agree and disagree because we had shaky cam for those exact scenes lol but during the AB testing we had complaints about motion sickness + personal opinions on shaky cams in movies so we had to remove it. BTW what are you working on these days ? Do you have a rough timeline for a first rough playable? Well, we just decided on the game name, next month we will be releasing the coming soon page on Steam. We will also be releasing a teaser demo(aka only the intro) on itch and Gamejolt. And a serious public demo we should have by October Steam Next Fest :gentleman: Title: Re: New game Post by: Alex N. on May 30, 2024, 05:01:19 AM in regards to the smoke, It's a personal choice to have it animated in some scenes in order to have a different impact on another scenes. Completely agree on the animation, it's way more effective than static image. What I was trying to say is the style of clouds should be the same, no matter if static or animated, because now the static ones are sharp w clean contour vs the animated ones (being done via particle system i presume) which are fluffy. :handpointR: here's a visual example of what i mean regarding animated clouds in a similar-ish style as the static ones https://youtu.be/13hHs4YphkA Quote For shaky cams it's funny, you say this, I both agree and disagree because we had shaky cam for those exact scenes lol but during the AB testing complaints about motion sickness + personal opinions on shaky cams in movies so we had to remove it. Fair point. Better to cut things out in order to avoiding motion sickness. Quote BTW what are you working on these days ? Aww shucks, thanks for the question :-*. I'm elbow deep into learning programming. There should be a thread over here somewhere. There's this game concept I'm experimenting with rn, that i want to art, code, animate, make music for it myself, but first I have to see if it has potential for something worth exploring. If not, it remains an amazing tool for mastering coding. Title: Re: New game Post by: Ramos on May 30, 2024, 05:53:03 AM in regards to the smoke, It's a personal choice to have it animated in some scenes in order to have a different impact on another scenes. Completely agree on the animation, it's way more effective than static image. What I was trying to say is the style of clouds should be the same, no matter if static or animated, because now the static ones are sharp w clean contour vs the animated ones (being done via particle system i presume) which are fluffy. :handpointR: here's a visual example of what i mean regarding animated clouds in a similar-ish style as the static ones Quote For shaky cams it's funny, you say this, I both agree and disagree because we had shaky cam for those exact scenes lol but during the AB testing complaints about motion sickness + personal opinions on shaky cams in movies so we had to remove it. Fair point. Better to cut things out in order to avoiding motion sickness. Quote BTW what are you working on these days ? Aww shucks, thanks for the question :-*. I'm elbow deep into learning programming. There should be a thread over here somewhere. There's this game concept I'm experimenting with rn, that i want to art, code, animate, make music for it myself, but first I have to see if it has potential for something worth exploring. If not, it remains an amazing tool for mastering coding. WOW indeed that smoke looks perfect for my cutscene, if I would have had time I would do it. Is there any tutorial for that animation? Also if you will go on a solo developer route it will be more rewarding but a lot harder and time-consuming. I hope you know what you are doing :gentleman: Title: Re: Welcome Back, Commander Post by: Alex N. on May 30, 2024, 06:52:32 AM Here you go, something quick and to the point https://youtu.be/ByD2RT5fUP4
Quote it will be more rewarding but a lot harder and time-consuming. Above anything else is the personal journey i'm after, of learning something that i ran away from my entire life. Confronting the fear sort of speak. The "making a game" part is not mandatory and if it proves to be something that I really want and can't handle, I'll deal with that when/if the time comes. But thanks for the heads up :coffee:Title: Re: Welcome Back, Commander Post by: Ramos on June 02, 2024, 02:05:47 PM Thank you for sharing that tutorial tip and insights on your goals Alex! In the meantime, I am dealing with helicopter interior for the tutorial stage. (https://img.itch.zone/aW1nLzE2Mzk1MzkyLnBuZw==/original/AsgzE3.png) Title: Re: Welcome Back, Commander Post by: Bombini on June 02, 2024, 10:34:40 PM Love the look of it!
So much nice detail Title: Re: Welcome Back, Commander Post by: Ramos on June 10, 2024, 02:16:17 PM Love the look of it! So much nice detail Thank you for the kind words! We released the teaser and ... it's 5 minutes long lol because... this is the 5th game released via self-publish :beer: https://youtu.be/SMLu1Xd81EE?si=iZS2jRn8nFJUuEC5 We also decided on the title: "Welcome Back, Commander" aaaaaand the coming soon page is live: https://store.steampowered.com/app/3015620/Welcome_Back_Commander/ (https://img.itch.zone/aW1nLzE2NTAzNDU0LnBuZw==/original/I5NHFT.png) Gentelmen :gentleman: Title: Re: Welcome Back, Commander Post by: Alex N. on June 11, 2024, 09:12:47 PM You have some typos in the teaser. "Availeble Supplies" "Dificulty" and "Dificuty" are the one I caught
Title: Re: Welcome Back, Commander Post by: Beastboy on June 14, 2024, 05:38:47 AM Another one?
Congratulations! :handmoneyR: Title: Re: Welcome Back, Commander Post by: Ramos on June 17, 2024, 03:54:36 AM You have some typos in the teaser. "Availeble Supplies" "Dificulty" and "Dificuty" are the one I caught (https://media1.tenor.com/m/pPxnm115AAcAAAAC/shhh-shush.gif) Another one? Congratulations! :handmoneyR: Thank you! It is the final game from this franchise and trilogy. (https://img.itch.zone/aW1nLzE2NTgxMzE2LnBuZw==/original/WwqHNZ.png) Now Gentlemen, I am writing a case study regarding our trailer debut in hopes that it will help some of you in your game development endeavors and cast another positive light on my branding. Our first goal was to have a high production value and at the same time to mix multiple elements during the development of the trailer such as: - Trailer content(actually its more of a teaser) - Game startup menu(where the player chooses new game bonuses) - Intro cinematic - Credit screen Bassically our debut teaser should cover the exact first minutes of the game. Now, everyone to whom I talked said the trailer should not be longer than 1 minute, and I agree I had the same opinion but this time I wanted to experiment outside the box and take a leap of faith. So the trailer ended up having 4 minutes, and I must say right now: I have no regrets about this decision. Considering that the trailer is more cinematic and shows very little gameplay this was because we aimed it more for our already existing fan base, "Welcome Back, Commander" is the last game from our "Chromosome Evil" franchise. As to the funding, we had 0 funding. Now you are going to ask how can we make a high-value production with 0 funding. Well, it's simple, I did the design, coordination, and artwork, my partner did the core animation and programming and then we searched for volunteers for voice acting, we received much support from the Mud&Blood community, Newgrounds, and some content creators friends. For music, we found free-use music from the internet. Work on the trailer took 2 weeks of full-time. Now on to some bad news, we synchronized the trailer release with the release of the coming soon page from Steam, the problem is we did so at the same time Steam Next Fest started. And results: As soon as we released the trailer on YouTube we started getting traffic and the traffic immediately went high. After 6 days we reached these stats: - 9000 views - 500 likes - 60 comments - + 60 new subscribers to my channel - + 300 Wishlists so far (https://img.itch.zone/aW1nLzE2NTgxNTA0LnBuZw==/original/333b33.png) 32% of the people watch the video until the end. 87% of the video visibility came from organic YouTube recommendations 10% Impressions click-through rate (https://img.itch.zone/aW1nLzE2NTgxNTA2LnBuZw==/original/fC6pIF.png) And the stats still keep growing For me, these results are fantastic considering that we are a small 1+1 game development team. Source: https://youtu.be/SMLu1Xd81EE?si=qyryI_E6zYLvUyYI What I think caused it: - Community boost: after the trailer got released we posted about it on our Discord community - Thumbnail colors/design: I think using bright colors in the YouTube Thumbnail helped a lot and the yellow/orange combo was often used in movie poster design for a reason - voice acting: I am not sure but I suspect the YouTube algorithm detected multiple voices in the video which automatically boosted the quality perception - video length: I read somewhere that videos longer than 3 minutes tend to also boost the YouTube algorithm :gentleman: Title: Re: Welcome Back, Commander Post by: Bombini on June 17, 2024, 04:41:19 AM Thanks for sharing! Great stuff.
So far i thought that "Welcome Back, Commander" was a wip title but its the game name right? Any worries or feedback because of the reference to Command & Conquer? Title: Re: Welcome Back, Commander Post by: Ramos on June 17, 2024, 07:32:48 AM Thanks for sharing! Great stuff. So far i thought that "Welcome Back, Commander" was a wip title but its the game name right? Any worries or feedback because of the reference to Command & Conquer? My game is also an RTS so reference to C&C is not bad. Also, the title was made with the Xcom "Commander" reference in mind not with C&C :-X Title: Re: Welcome Back, Commander Post by: Bombini on June 17, 2024, 11:16:41 PM Also, the title was made with the Xcom "Commander" reference in mind not with C&C :-X Shame on my! Of course ;) Title: Re: Welcome Back, Commander Post by: Ramos on July 09, 2024, 02:10:50 AM Good news! We just received a Steam Deck via the Steam hardware request developer program. Now I just need to make sure this beauty reaches my partner who deals with the programming. (https://pbs.twimg.com/media/GR-85igaMAApEUY?format=jpg&name=4096x4096) Title: Re: Welcome Back, Commander Post by: Ramos on July 16, 2024, 10:26:29 AM New Capsule art (https://img.itch.zone/aW1nLzE2OTQyMjkxLnBuZw==/original/7SD%2BNK.png) Also if you guys want to support me I would appreciate any love on this tweet: https://x.com/16bitnights/status/1812836313306919270 Title: Re: Welcome Back, Commander Post by: Ramos on July 23, 2024, 06:27:22 AM Reminder: Steam Next Fest is coming in October! :noir: Title: Re: Welcome Back, Commander Post by: Ramos on July 27, 2024, 10:31:12 AM New Boss
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/44302edf-e9b0-4f35-a701-5637f841a680/dhv9qb4-9340b031-7c60-4e45-9c85-a18fcdb0b789.gif?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzQ0MzAyZWRmLWU5YjAtNGYzNS1hNzAxLTU2MzdmODQxYTY4MFwvZGh2OXFiNC05MzQwYjAzMS03YzYwLTRlNDUtOWM4NS1hMThmY2RiMGI3ODkuZ2lmIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.swpwHM-sSvkG42CK8a4J7v1brOisEajUHDLIhtvAi3M) (https://cdn.discordapp.com/attachments/304534576947265537/1266356465921163264/tenta.gif?ex=66a77cdd&is=66a62b5d&hm=768939ace897d9737cde071fb7a0607b61ebd6037bb56cec48a3b7ce876177ca&) Sometimes the preview gets deleted, here is the Twitter link for this boss animation: https://x.com/16bitnights/status/1816960667150156140 Title: Re: Welcome Back, Commander Post by: Rogod on July 28, 2024, 01:26:31 AM Every time I try to make a multisprite boss, my mind blanks and I never make anything decent. (I'm just a singlesprite kinda guy I guess ._. )
But every time I see a multisprite boss I go "Oh, of course that's how you do it" xD Nice job on the teeth ;D (Still major props for this project, it looks spot-on at every stage of development.) Title: Re: Welcome Back, Commander Post by: Bombini on July 28, 2024, 11:20:27 PM Nice!
Will the tentacles attack? Title: Re: Welcome Back, Commander Post by: Ramos on July 29, 2024, 07:36:38 AM Every time I try to make a multisprite boss, my mind blanks and I never make anything decent. (I'm just a singlesprite kinda guy I guess ._. ) But every time I see a multisprite boss I go "Oh, of course that's how you do it" xD Nice job on the teeth ;D (Still major props for this project, it looks spot-on at every stage of development.) Thank you Rogod! Nice! Will the tentacles attack? Yes but different tentacles like this: (https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/44302edf-e9b0-4f35-a701-5637f841a680/dhv9qx9-14fb1ef2-63b7-49fe-a542-53028ba2c614.gif?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzQ0MzAyZWRmLWU5YjAtNGYzNS1hNzAxLTU2MzdmODQxYTY4MFwvZGh2OXF4OS0xNGZiMWVmMi02M2I3LTQ5ZmUtYTU0Mi01MzAyOGJhMmM2MTQuZ2lmIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.ycOG276J5m-kMNGEhAeI-Mnp9btz_0R8E87IujlWUZI) In case the preview does not work here is the tweet link: https://x.com/16bitnights/status/1816966344752914922 Title: Re: Welcome Back, Commander Post by: Ramos on August 28, 2024, 03:35:28 AM Welcome Back, Commander just appeared in the upcoming strategy indie games video from Perafilozof
If you have a strategy game in development I totally recommend sending him a press kit https://youtu.be/X7ja9rNqKZk?si=S00f3m9OGT4IYUV7&t=1149 Title: Re: Welcome Back, Commander Post by: Ramos on September 02, 2024, 03:27:27 AM We managed to implement the first 5 scenarios for the Defcon 5 stage.
(https://clan.akamai.steamstatic.com/images//45055019/dfeb99c440f5d550d75c67f9c999b891d0806143.gif) Some new additions: We added a Blood sample mechanic inspired by the movie "The Thing" (https://clan.akamai.steamstatic.com/images//45055019/d27ca89c1193d2983e311b336d72ba218cd2415f.png) How it works? One of the civilians that you must rescue is infected and if you try to save him with a soldier or engineer he will transform into a monster and attack you but if you try to save him with a medic you will immediately identify the infected and you will not trigger him. (https://clan.akamai.steamstatic.com/images//45055019/3490b964aedb3f78262a6b7e08c19639663ef4e3.png) Another new mechanic is the infected stash devouring flesh. They will ignore the player units while eating but if you attack any of them they will all rush toward your strike team. (https://clan.akamai.steamstatic.com/images//45055019/baa619bfe2442a6685ec720d60685684ad34895e.gif) Also, we added tons of easter eggs and fan service. For example one of the early possible scenarios will be an easter egg from Resident Evil aka Kendo Gun Shop. (https://clan.akamai.steamstatic.com/images//45055019/d9504aafd716b0a53c295173f4e5f488f5361648.png) And much more, we added custom scenes during exploration such as helicopters passing by, civilians running and trying to escape, car crashes, and much, much more. OK time to go back to work. :gentleman: Title: Re: Welcome Back, Commander Post by: Bombini on September 03, 2024, 12:52:25 AM Lovely!
Title: Re: Welcome Back, Commander Post by: Ramos on September 15, 2024, 07:16:52 AM Lovely! Thank you! Hello Commanders, I am dropping some news from behind the curtain and as the title says: we are preparing a Demo. The first part of the demo will include the intro cinematics, the tutorial, the interactive start of new game choices + the main gameplay of both the management command room and Defcon 5 RTS scenarios. The start new game screen. (https://clan.akamai.steamstatic.com/images//45055019/313a9470fffe7b5c3ed7db64332f762dad2ec847.gif) We combined the start of new game choices with interactivity and story elements in a unique mix that we hope will be enjoyable for you. The main goal here is the MAXIMUM atmospheric value. (https://clan.akamai.steamstatic.com/images//45055019/9374efbd191e5ad0925bb5e596829ead25b87eb7.png) So each new game you will have a variety of choices in order to better customize your playthrough and make it as unique as possible each time. - Enter your name(will affect some dialogues) - Choose the game difficulty (we currently have 5 stages of difficulty planned but for the purpose of the demo we will only have 2). This difficulty setting affects the number of days you have and some enemy stats. - Choose Commando strike team units, your starting units. This pool will also become larger as you unlock more units based on achievement(we invest very much this time on the re-pliability factor) - Starting resources - Choose Start bonus items (these will affect some special stats and special game mechanics) For example, if you pick a scanner you will have this scanner mechanic during boss fights: (https://clan.akamai.steamstatic.com/images//45055019/b0b3e9838cb28c8b4d47928b6ab41f6c70339290.gif) We also plan to have one boss fight included in the demo. Here is a hint: it will happen in the new sewers environment that we just created: (https://clan.akamai.steamstatic.com/images//45055019/0707032ca42483ce796652bb196956277ddcc0aa.png) Timeline: This coming week we will make the demo available for everyone with lvl 3 and above on our Discord community for a private beta test session and next month the demo will be publicly available during the Steam Next Fest. OK time to go back to work. :gentleman: Title: Re: Welcome Back, Commander Post by: vdapps on September 15, 2024, 11:26:37 AM Nice with this variability of playthrough. Hope demo will go well and you will gather valuable feedback!
Title: Re: Welcome Back, Commander Post by: Ramos on September 29, 2024, 10:46:02 AM Nice with this variability of playthrough. Hope demo will go well and you will gather valuable feedback! Thank you! I am now preparing to participate in Steam Next Fest from October, in 2 weeks. (https://clan.akamai.steamstatic.com/images/39049601/b19e87424a7474164d3f7fcc46763cfecf1ee78b.jpg) Meantime I just added 2 more case studies: (https://img.itch.zone/aW1nLzE2NTgxMzE2LnBuZw==/original/WwqHNZ.png) Trailer Case Study - https://forums.tigsource.com/index.php?topic=75762.0 (https://16bitnights.com/wp-content/uploads/2024/09/08-TAURONOS-post-mortem.png) TAURONOS - Post-Mortem - https://forums.tigsource.com/index.php?topic=75928.0 Title: Re: Welcome Back, Commander Post by: Bombini on September 30, 2024, 02:09:33 AM Thanks as always for sharing!
Title: Re: Welcome Back, Commander Post by: Ramos on September 30, 2024, 03:40:30 AM Thanks as always for sharing! Hope it helps! Now... This will be a fast update since we are really low on time, lots of things do fix, and lots of things to adjust for the upcoming Demo. So, firstly we are going to say that this game will also have rough-like elements through the achievement-reward system but because of the deadline I am not sure we will be able to implement them in the demo. We also made serious polish to the command room visuals with some extra shadings and added new mechanics. We will probably update the screenshots from the store page a bit later because you know TIMEEEE (https://clan.akamai.steamstatic.com/images//45055019/61099dbd9010f7813e4c2b174b7434b8a5e13cb5.png) "Welcome Back, Commander" logo has also been updated. For this new key art, we got a lot of help from the Strain Tactics developer. (https://clan.akamai.steamstatic.com/images//45055019/99f24838561525360533ffcf179c60fa224e3850.png) We are also working on a new trailer that is heavily focused on showing the gameplay. OK time to go back to work :gentleman: Title: Re: Welcome Back, Commander Post by: Ramos on October 03, 2024, 07:41:31 AM Gameplay Reveal Trailer is now LIVE https://www.youtube.com/watch?v=hnpDC2ofjI0 :gentleman: Title: Re: Welcome Back, Commander Post by: Ramos on November 13, 2024, 03:14:33 PM Hello Commanders, More news, we hit new milestones. We managed to finish all maps for Defcon 4 and now we started implementing them. The first one was added yesterday and here is the reveal: (https://img.itch.zone/aW1nLzE4NTczODg3LnBuZw==/original/ONPppo.png) Yeap, it is a library.. Because the game content will be short we are focusing on delivering high-quality in our environments and player experience. What does this mean? Well, it means that each scenario will have a special mechanic/gimmick. For example, this Librabry map has storm weather effects that will prevent the player from doing hit & run so on this map you must first survive until the storm ends. Oh, we also added some hot interactive cutscenes within the scenario itself and many easter eggs. Talking about the storm, here are the new storm visual effects rain + thunder. (https://clan.cloudflare.steamstatic.com/images//45055019/7ecfb3aaaaba57d30badad214b49aa85871acbfe.gif) And today we added the Subway map. (https://img.itch.zone/aW1nLzE4NTczOTc0LnBuZw==/original/j4MaJ2.png) The Subway unique twist is that you can use the alternative way out with some penalties but if you wait for the train to arrive a new exit path will be unlocked and you can leave without penalties but others a catch. When the train arrives it will have unwanted passengers. In conclusion, each environment is tailored to provide a certain experience. OK time to go back to work, we need to finish Defcon 4 this month. If this week we manage to implement all scenarios then next week we will start adding custom random encounters for this Defcon as well + a special scenario and full-screen cutscenes. If you want to support us you can join our Discord and share some gifs with 90thies action heroes, "GET TO THE CHOOOOOOPAAAA!" Discord invite: https://discord.gg/ak5zXQxR7D Gentlemen :gentleman: Title: Re: Welcome Back, Commander Post by: KPas on November 16, 2024, 04:06:30 AM I would love to visit an H.P. Lovecraft library myself. :blink:
Some details that particularly catch my eye at the moment: The handling of the weapons, how the enemies are hidden under the trees and how they practically fall apart after a direct hit ... Nice! Title: Re: Welcome Back, Commander Post by: droozy on November 16, 2024, 09:22:06 AM I, too, love the handling of the weapons. in particular, the insanely fast rate of fire on some of the weapons looks incredibly satisfying.
also, great work on the art style. huge fan of the MS-paint-esque vibes and what you're able to accomplish visually. Wishlisted :] Title: Re: Welcome Back, Commander Post by: Ramos on November 27, 2024, 11:32:52 AM I would love to visit an H.P. Lovecraft library myself. :blink: Some details that particularly catch my eye at the moment: The handling of the weapons, how the enemies are hidden under the trees and how they practically fall apart after a direct hit ... Nice! Thank you for the kind words! Yes we will have low content(approx 2 hours of gameplay) but all content must be polished AF, with maximum attention to details I, too, love the handling of the weapons. in particular, the insanely fast rate of fire on some of the weapons looks incredibly satisfying. also, great work on the art style. huge fan of the MS-paint-esque vibes and what you're able to accomplish visually. Wishlisted :] Very cool of you to say this Droozy. Meantime we just hit a big milestone (for us) (https://img.itch.zone/aW1nLzE4NzU1NTQyLnBuZw==/original/8NJCI6.png) More news to come soon :gentleman: Title: Re: Welcome Back, Commander Post by: Ramos on December 04, 2024, 08:59:12 AM (https://img.itch.zone/aW1nLzE4ODUxMzQ1LnBuZw==/original/%2FiaoXG.png)
Experimental news everyone, So, a couple of weeks ago we met the solo dev from "Real Heroes Studio", he had a game called "Desolated District" in which we saw potential, and after some ideas exchange, we decided to help him out in his endeavors. This will be an experimental collaboration for "16BitNights". We will contribute to "Real Heroes Studio" with Marketing consultancy, environmental storytelling design, and some other minor investments. If the experiment will turn out to have a positive outcome then we will consider investing in other small indie developers in the future. You can find this magical open-world-survival-crafting game on steam here: https://store.steampowered.com/app/2454070/Desolated_District/ and we hope to have it released in Q2 of 2025. He also got a nice devblog here on Tigsource: https://forums.tigsource.com/index.php?topic=75972.msg1466208#msg1466208 A few words about the game: Desolated District is an Open-World Survival Crafting game set in a post-apocalyptic dystopia. Scavenge for resources, craft essential tools, build your base and battle deadly threats as you explore a sprawling, decaying city inspired by the Kowloon Walled City. And here is an example of environment storytelling. Step by step you are going to learn what happened to the happy folks of the desolated city while you try to escape its grasp. (https://img.itch.zone/aW1nLzE4ODUxMzcwLmdpZg==/original/GuJP%2FU.gif) Meantime me and my partner keep working on our main project "Welcome Back, Commander" :gentleman: Title: Re: Welcome Back, Commander Post by: Ramos on December 14, 2024, 12:45:56 PM Working on a new Boss
(https://img.itch.zone/aW1nLzE4OTk1NjgyLmdpZg==/original/rbvYBc.gif) Title: Re: Welcome Back, Commander Post by: Ramos on December 29, 2024, 10:48:12 AM This is it, we have an official release date. We also updated demo and did a lot of stuff, unfortunately, I don't know if il have time to update the devblog with all the new things since we are a bit behind deadlines already. If you want to help me out, you can always wishlist the game here: https://store.steampowered.com/app/3015620/Welcome_Back_Commander/ (https://img.itch.zone/aW1nLzE5MTc1NjIyLnBuZw==/original/G3bITK.png) Title: Re: Welcome Back, Commander Post by: vdapps on December 31, 2024, 10:19:25 AM Cool, congrats! Your game dev pacing is incredible! Keeping my fingers for smooth release! :gentleman:
Title: Re: Welcome Back, Commander Post by: Bombini on January 06, 2025, 03:03:40 AM Yeah! looking forward to it!
Title: Re: Welcome Back, Commander Post by: Rogod on January 07, 2025, 04:56:32 AM Keeping my fingers for smooth release! I hope you keep your fingers too xD (Don't wanna lose them)Also: good luck - this devlog shows really nice progression :gentleman: Sidenote: Steam NextFest isn't too far away from your release date - you might get some free advertisement by delaying a few days (that's what we're doing with Startron ;) ) Title: Re: Welcome Back, Commander Post by: Ramos on January 09, 2025, 06:06:18 AM Cool, congrats! Your game dev pacing is incredible! Keeping my fingers for smooth release! :gentleman: Thank you! :coffee: Yeah! looking forward to it! Thank you! Less than 1 month away now. Keeping my fingers for smooth release! I hope you keep your fingers too xD (Don't wanna lose them)Also: good luck - this devlog shows really nice progression :gentleman: Sidenote: Steam NextFest isn't too far away from your release date - you might get some free advertisement by delaying a few days (that's what we're doing with Startron ;) ) I hope I keep my fingers too lol Thank you! I cannot participate in the upcoming Next Fest because I already participated in the previous Next Fest. But I am participating in Steam Strategy Fest with 2 weeks before my release. :gentleman: Title: Re: Welcome Back, Commander Post by: Ramos on January 14, 2025, 09:08:05 AM Steam Strategy Fest is a few days away and we got approved. (https://img.itch.zone/aW1nLzE5Mzc2MjEwLnBuZw==/original/4Db2ZC.png) Title: Re: Welcome Back, Commander Post by: Bombini on January 16, 2025, 03:41:13 AM Yay!
Title: Re: Welcome Back, Commander Post by: Ramos on January 20, 2025, 12:50:45 PM Yay! Yay ! Steam Strategy Fest started! Me and the devs of the private "RTS Dev Saloon" Discord community made a collaboration and created a Trailer combo: https://youtu.be/CyIZfiEC38I?si=vK9wQL0A6nhQyzWB B2B marketing experiment at its finest, il write a case study about it soon. Il write a case study about it soon because it was to cool. Then, Perafilozof also made a list of RTS games and we also god included https://youtu.be/22ZmmTTL5mU?si=IDLvSecU15o8gm8P&t=672 and to tap it all, steam released the Strategy Fest trailer and the first featured game from the festival is Chromosome Evil 2 https://www.youtube.com/watch?v=V2ZdTGbixzI Maximum happy Title: Re: Welcome Back, Commander Post by: Ramos on January 21, 2025, 07:59:13 AM We just got into the second position on a popular upcoming in Steam Strategy Fest with "Welcome Back, Commander" YAY ! (https://img.itch.zone/aW1nLzE5NDY2MTYwLnBuZw==/original/6%2FALkt.png) |