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Community / DevLogs / Re: Paranautical Activity - A Fast Paced Roguelike FPS - OUT NOW
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on: May 16, 2013, 09:09:46 PM
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It took a bit longer than I expected, but the megaupdate is here! As always, here’s a gameplay video to give you a taste of what to expect in the update: The changelog for the patch is as follows: - rebalanced early game to be easier
rebalanced late game to be harder nerfed pretty much every item changed credit sequence changed health upgrades to give you full heart containers instead of empty ones fixed floors occasionally containing only a few rooms fixed bombs dealing extra damage to certain bosses and enemies fixed long silence between certain songs fixed dobee glitching out of the level (again…) Fixed glitching out of rooms before beating them added damage indicator to HUD. added new HUD added new randomized splash screens added new textures for late game levels added invincibility timer added 2 new floors added 10 new items added 2 new enemies added 5 new bosses added 2 new guns added 1 new miniboss added 5 new rooms per floor
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Community / DevLogs / Re: Paranautical Activity - A Fast Paced Voxel Roguelike FPS - OUT NOW ($5.99)
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on: March 22, 2013, 11:43:46 AM
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Just released a new patch and accompanying gameplay video.
Here is the video:
and here is the changelog: Added 1 new weapon: Poseidon's Trident Added 5 new items Added 2x as many room variations! Added Lava floor trap Added Giant swinging blade trap Added New wall textures, randomized textures
Fixed Crossbow refusing to fire after pausing/picking up another weapon Fixed? Item room wall not being placed correctl Fixed? Bosses occasionally glitching out of the world
Replaced old placeholder songs with songs from the OST
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Community / DevLogs / Re: Paranautical Activity - A Fast Paced Voxel Roguelike FPS - OUT NOW ($5.99)
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on: February 28, 2013, 09:48:21 AM
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Just released a huge patch today. Nearly doubles the content, fixes a ton of balance issues, and got rid of a bunch of bugs.
Here's a gameplay video showing off some of the new stuff:
The changelog for this patch is as follows: Added 1 more gun Added 2 more bosses Added 2 more enemies Added 2 more floors Added 5 more items Added better gun sounds Added gamepad support Added new boss items Added new environment textures Added new splash screen for the main menu Added randomized bosses Fixed Skullito falling out of the level Fixed backless lightning bolt render glitch Fixed doors sometimes locking you out of a room Fixed elevator occasionally leaving you Fixed ledge jump glitch Fixed misplaced map glitch Rebalanced crossbow Rebalanced item drops
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Community / DevLogs / Re: Paranautical Activity - A Fast Paced Voxel Roguelike FPS - OUT NOW ($5.99)
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on: February 24, 2013, 06:46:15 PM
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Over the past few days we did a major overhaul of the environment textures. Then I implemented 4 new items. As well as 2 new enemies, The Boom Brothers and Gaangus. Finally, I implemented a new gun, the grenade launcher. I also did a bunch of little stuff like fixing bugs, gamepad support, ect. We're hoping to release a patch in a few days.  
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Community / DevLogs / Re: Paranautical Activity - A Fast Paced Voxel Roguelike FPS
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on: February 05, 2013, 05:56:42 PM
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I uploaded a new video preview: In this video, I show off our new plasma rifle-ish weapon. As well as our new boss, a whale named Dobee. I also show elevators, which are used to advance to the next floor once you’ve killed the boss. We’re shooting to release a public beta very soon. Hopefully in a week or so. Keep an eye out for it!   I also implemented a GUI and a cool death screen, but I forgot to show them in the video. Whoops!
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Community / DevLogs / Re: Paranautical Activity - A Fast Paced Voxel Roguelike FPS
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on: January 26, 2013, 03:21:18 PM
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Indeed execution is what matters, ideas alone worth next to nothing. I think there will be some similarities, naturally, but differences too, of course.
I'm planning to polish some visuals and release video in a couple of weeks.
Anyway, not to hijack tread anymore, wish you good luck and tenacity to finish and release this!
Cool, I'll keep an eye out for that gameplay vid!
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Community / DevLogs / Re: Paranautical Activity - A Fast Paced Voxel Roguelike FPS
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on: January 25, 2013, 11:43:08 AM
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Since I'm working on a FPS roguelike of my own for quite some time, I will be watching this, so please post all good ideas you have so I could steal them, thank you.
But yeah, no, it's cool to see what you guys are going to make. And what design decisions will you take.
Yeah, I saw your project as well. We've got pretty similar concepts, but our execution is really different. I'd love to see a video of your game, couldn't find any though...it looks neat!
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Community / DevLogs / Re: Paranautical Activity - A Fast Paced Voxel Based Roguelike FPS
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on: January 23, 2013, 06:51:36 PM
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We’ve been working on adding some more weapon variety lately. We implemented a crossbow and a machine gun to that effect. The crossbow is a ton of fun to use. Very difficult to get good at it, yet insanely satisfying once you master it. We also added a new enemy. It’s a giant moth. He flutters around, occasionally shooting homing shots. We call him Lecter. Finally, we added item rooms. Item rooms contain special items that can make or break your run. Most items are stat upgrades that increase damage, movement speed, fire rate, ect. Some have more interesting effects like making your bombs stick to enemies.  
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Community / DevLogs / Re: Paranautical Activity - A Fast Paced Voxel Based Roguelike FPS
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on: January 10, 2013, 04:55:16 PM
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Interesting stuff. I, for one, quite like the art direction. THe enemy designs are pretty good, and the lighting looks really beautiful.
I'm not entirely sold on the gameplay, though - it seems like at present, there is little challenge other than being a really good shot. Not much strategy, or interesting terrain/ai to take advantage of. That judgement could quite obviously be premature, though.
The game is inherently simple, all you do is shoot and dodge shots/run away from enemies. However, we're making that simple concept as deep and interesting as possible. We're adding more enemy types every week or so, and they really help make the combat more interesting. When we added the guy that hops around and explodes, it dramatically changed the way I play. I had to not only circle strafe around shooting enemies, now I had to make sure I kept my distance from the hopper as well. I was actually considering starting health in half before we added that enemy, now I'm not so sure. So, once we've got more enemy types, the game will be a bit more interesting. Also, the rooms in the video are far from final. They're just test rooms. I'm more focused on implementing and balancing weapons, items, and enemies right now. I'm not dedicating much time to level design yet. Cheers! 
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