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TIGSource ForumsCommunityDevLogsEvito
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hareball
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« on: April 08, 2010, 06:24:30 PM »

Hi everyone,

Just thought I'd share a game I've been developing for the last 5 months (has it really been that long? holy crap). I'm just a 'night programmer', I work full time, and code when I get home. I'm from Aus, not far from Canberra.

Anyway, here are some video's ... kinda like historic snapshots.









http://www.youtube.com/watch?v=wJPYLcbCNAs

Still in early days of development obviously, but the general idea is you have to survive a certain amount of time in an arena, where everything tries to kill you.

I'm using my own c++ engine w/ directX. I'll probably add OpenGL support down the track.

Some feedback would be cool!

You can download the latest dev build here if your so inclined:
indie DB

Hareball.
« Last Edit: October 20, 2010, 05:27:36 PM by hareball » Logged
Landshark RAWR
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« Reply #1 on: April 09, 2010, 12:24:42 PM »

this looks like a pretty neat game, i like the idea of breakable environments.
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Paul Jeffries
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« Reply #2 on: April 09, 2010, 04:06:17 PM »

Looks cool.  My one suggestion might be; it looks like the projectiles are fairly easy to avoid (maybe you're just good at it!) and that your little triangle-ship can take a fair few hits.  Personally I'd make it a one-hit-kill kinda deal in order to ramp up the tension when you scrape past an incoming missile with one pixel to spare.  Though, obviously it's early days yet so I'm sure you have a lot more balancing to do in any case!
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hareball
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« Reply #3 on: April 10, 2010, 02:37:35 AM »

Thanks for the replies..

It's a good point, I haven't really begun balancing play yet. It will probably be a few hits to die, maybe with dynamic damage affecting the way the ship handles. The different weapons will do different amounts of damage.

I like the breakable stuff too... what is it about breaking stuff? seems almost primal..

At the moment I'm working on some timestep code for the engine. No matter what I do on the game side of things, I always seem to find myself going back and tweaking the engine. I'll only have to that once though, right? That's the plan anyway.. Probably be so much easier if I used a pre built one.

I'll post updates to the game here, seems like a friendly place.

Hareball
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hareball
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« Reply #4 on: September 02, 2010, 04:16:02 AM »

Finally have an update...

A couple of short clips that show the level editor I'm working on.









I think I'm going to move on to the level designs/graphics now.

Hareball
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hareball
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« Reply #5 on: September 09, 2010, 03:59:30 AM »

We’ve changed the art style significantly, to a more clean, simple show. I like the new look a lot better.

As you can see the colours are easier on the eye, the textures are much simpler and the particle effects have a more rounded, solid feel.

Here is a screenshot showing some of the new effects and textures.


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flavio
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« Reply #6 on: September 09, 2010, 04:31:29 AM »

Yes, it's a lot better! Hand Thumbs Up Left
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hareball
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« Reply #7 on: October 05, 2010, 06:30:41 AM »


yay finally finished an early build of Evito... hopefully it works on most pc's, although I just tried it on my laptop and it barfed. If you do give this release a go, please let me know what you think.. any feedback is good feedback!

The control scheme: arrow keys - left right for rotate, up and down for forward/reverse thrust.

The object in this level is to stay alive for 120 seconds.

You can download the early build here, sorry pc windows only.
http://www.twobitnoodle.com/twobitnoodle.html

Cheers
Hareball
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supershigi
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« Reply #8 on: October 06, 2010, 02:58:53 PM »

I saw this thread a while back and I have to agree that the new art style is definitely an improvement.  The colors are easier on the eye and the simple looks is quite nice.
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Laura Shigihara | Composer and Game Designer
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hareball
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« Reply #9 on: October 20, 2010, 05:35:42 PM »

A lot of changes:
* Control method is different. Now your ship constantly turns towards your mouse cursor target, and left click is forward thrust.
* 14 levels. First 6 are beginner levels, later ones are really quite tough.
* profiles on the main menu. Saves your progress through the levels, completion, best times, etc.
* Alien artwork and musings on the gui
* more music tracks
* new race level: destroy the gem at the end of the level within the time limit
* lots more still to come, but this was the final igf build.

download here: http://www.indiedb.com/games/evito/downloads/evito-igf-build

* note: windowed mode is recommended, as fullscreen mode has a slight stutter issue that is yet to be fixed.

Hareball
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