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Pezza
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« on: January 27, 2014, 11:55:36 AM »






Download the alpha here!

Website

Greenlight

Copod is a roguelite where you have to survive as a small creature in a strange world. All you want is to find a flower to impress your mate so you can continue to the next generation, but there are many other creatures that are in your way. Find eggs to hatch fellow Copods to help you out or sacrifice them for more health. Kill and scavenge for varied powers that you give you a temporary abilities.

Copod is available on Windows, Mac and Linux.







Here is one of the music tracks that accompanies the game that has been made by Case Portman: https://soundcloud.com/kc_portman/aquasition-copod-ost
He also works on the sfx for this game too.

Follow my Twitter if this game interests you!
« Last Edit: April 25, 2014, 06:58:05 PM by Ben Perry » Logged

CasePortman
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« Reply #1 on: January 27, 2014, 03:14:55 PM »

Copod is a QT ^^

Here's a new track guys! check it out..
https://soundcloud.com/kc_portman/outcast-copod-ost
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Pezza
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« Reply #2 on: January 28, 2014, 09:02:38 AM »

Small update. Here is a little preview of Copod in action!



You can see one of the simple electrical powers being used to kill the red creature. At the moment, I'm working adding more powers that synergise well with each other (size growth increases the attack radius of many attacks for example).
« Last Edit: February 07, 2014, 09:29:43 AM by Ben Perry » Logged

Pezza
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« Reply #3 on: February 02, 2014, 01:29:47 PM »

Glad to announce an early alpha build is now available. Should work on Windows, Linux and Mac. Please leave your feedback and criticisms if you can Smiley

Download it here!

« Last Edit: February 07, 2014, 09:30:15 AM by Ben Perry » Logged

Pezza
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« Reply #4 on: February 14, 2014, 02:26:26 PM »

Another new version is out now. Download here

Major changes made since version 0.2.7 alpha:

  • Added new beam effect to make connections between enemies and shields more obvious
  • Revamped UI to show a powers effects if they are too subtle
  • You can't use powers in situations where they are ineffective. Hints given to what is needed
  • Reworked 360 pad controls so you don't need to hold down the "a" button in order to move
  • Made the shooting creatures a little easier to deal with
  • In certain circumstances, you can now hold multiple powers of the same type. There is a new power that effects the quantity of powers
  • Added 6 new powers, bringing the current total to 21
  • Added new cave trap type that can appear in levels
  • The size of the Copod now effects more powers
  • Slightly reduced the cost of some evolutions
  • New enemy that fires a laser
  • Follower eggs now spawn with a shield and now need to be dashed into in order to open them

Here is a little preview of the new laser enemy:



Also got a new little website for my game.
« Last Edit: February 15, 2014, 07:28:01 PM by Ben Perry » Logged

Connor
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« Reply #5 on: February 14, 2014, 05:37:00 PM »

the game sucks when you change the screen type on a mac. it literally keeps the screen range and changes the window size, so that it no longer works.
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blitzkampfer:
https://forums.tigsource.com/index.php?topic=52009.msg1280646#msg1280646

too bad eggybooms ents are actually men in paper mache suits and they NEED to be agile
Pezza
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« Reply #6 on: February 14, 2014, 06:08:37 PM »

I'm sorry to hear that. I'll try and fix that asap.
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Pezza
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« Reply #7 on: February 15, 2014, 11:04:06 AM »

the game sucks when you change the screen type on a mac. it literally keeps the screen range and changes the window size, so that it no longer works.

I'm unable to replicate that bug when I'm using my mac. Fixed window mode and resizable window mode seem to work fine for me. You do need to restart the game for the change in window mode to come into effect.
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Pezza
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« Reply #8 on: February 20, 2014, 09:50:32 PM »

Version 0.2.9 alpha is out now.

  • Added Copod icons for mac osx dock and windows
  • Added new creature with an exceedingly long tongue
  • Totally new camera transition animation to make it clearer which direction you are travelling in
  • Added new sound effects for power usage, gui prompts and laser attacks
  • Fixed sleep visual effect from initially being visible at the origin (0, 0, 0)
  • Window name on mac now says "Copod" rather than "Game"

Download here!

Here is the new enemy.

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Pezza
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« Reply #9 on: March 05, 2014, 10:38:54 AM »

Here are the latest changes found in the new Greenlight build.

  • Added 10 new variants on existing enemy
  • Added feedback when you don’t have enough souls
  • Added prompt to make it more obvious that you get a new power for killing enemies
  • Fixed a crash caused by dying in the same place as your mate
  • Changed use power sfx to differentiate it more from upgrade sfx
  • Redesigned some enemies (such as the red dashing one)

Working on the new enemy variations was the hardest change, but it should make the game a lot more interesting.

I've also made a new trailer!




You can see the new design above.

You can get the latest alpha here http://herebeben.com/copod

And here is my new Greenlight page!
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« Reply #10 on: March 05, 2014, 10:59:07 AM »

Oh nice, you have a devlog. Enjoying the alpha, hope your game's doing well on Greenlight
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Pezza
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« Reply #11 on: March 12, 2014, 01:49:03 PM »

Thanks for the support Christian Smiley Greenlight votes are slowing down so hopefully constantly improving the game will change that. Speaking of which, I just released a new version of Copod!

Here are the major changes:

  • New shield look
  • Each new level now progressively increases in size
  • Fixed major crash on launch on for linux
  • Fixed 360 controller mappings for linux
  • Increased the cost of the health upgrade evolution
  • Reduced the cost of the other evolutions
  • Sound thread attempts to restart in the event of it crashing (just a precaution to make sound more robust)
  • Slightly reduced the chance of souls spawning (since larger levels mean more enemies to farm)
  • New 360 controls prompt at the start of a new game if a 360 pad is being used
  • New stats page (I'll be sure to expand on this later, please tell me what you would like to see here)
  • New controls help in pause menu for user reference
  • New infected damage type. Small chance of enemies being infected.
  • Reduced the chance of follower eggs spawning


I also did some interviews for some youtubers.

is one where I talk about my future ideas for Copod and

is one where I talk about game design in general.

In one of the interviews I talked about adding some sort of ending scene to Copod. I gave it a go this week and what I made didn't fit. I'm far more content with the simple ending that is currently present in the game.

In the next update, I plan on introducing a cross-run progression system where the game increases in variety and complexity as you play it.

Download the latest build here.

Vote for Copod on Greenlight here.
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Pezza
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« Reply #12 on: March 20, 2014, 05:08:19 PM »

Copod v0.3.2 available now!
Here are the latest changes:

  • Doubled the ammo for the Baby Tears power
  • New progression system, collect antibodies to unlock more powers and gameplay variety.
  • 4 new powers and 1 new enemy that can be unlocked via the new progression system
  • Greatly improved the text quality
  • Added new icons to stats page
  • Save data now stored in APPDATA folder or your platform equivalent (this means you’ll no longer lose progress between updates)
  • Multiple physics springs can now be applied to entities (this means more than one creature can grab you at a time now)
  • Updated some sfx
  • Reduced the brightness of the red liquid (doesn’t clash with tongues as much now)

The biggest change has been the introduction of the new progression system. Definitely the feature that took the longest to implement in this update. But now its in I can focus on expanding upon it. Only 5 unlocks are available now, but more are soon to come.

Here is a little preview of the new power “Tongue Twister”. It lets you control a very long tongue with a deadly tip. I was surprised by how much fun it was to use!



You can get the lasted version here or from IndieGameStand.
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Christian
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« Reply #13 on: March 20, 2014, 05:51:07 PM »

Is the Humble build updated yet? On my page, says the latest build is 2014-03-13
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Pezza
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« Reply #14 on: March 20, 2014, 06:11:21 PM »

Not yet. I've emailed them and they should hopefully update the build tomorrow.
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« Reply #15 on: March 20, 2014, 06:32:56 PM »

Loving the look of this game! Looks so smooth and juicy. Is this in Unity?
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Pezza
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« Reply #16 on: March 21, 2014, 03:21:27 AM »

No. It is using an open-source low level engine called jME3 which I talk to using Scala. At this point I'm using it just for the rendering and animation side of things. I've reimplement bullet physics and openAl because I needed to tweak some things there. (jME3's openAL implementation didn't loop music streams seamlessly, so I had to go in and make a new system that did so.)
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Pezza
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« Reply #17 on: April 23, 2014, 08:13:18 AM »

I wrote article on my blog about how I do procedural generation in Copod. Thought you guys might be interested.

http://herebeben.com/post/83450165755/procedural-cave-generation-in-copod

Here is a little gif of the stages in the generation.


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« Reply #18 on: April 23, 2014, 11:10:18 AM »

OH DANG I LIKE IT
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Pezza
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« Reply #19 on: April 30, 2014, 01:03:04 PM »

Copod is now out on Desura!
http://www.desura.com/games/copod.

There is also a new trailer, you can see some of the newest updates in it.




And here is the changelog for v0.3.3.2b

  • new consumable eggs that cost souls to open in the final cave
  • new creature that can spawn in starting cave
  • new enemy that can spawn in plume caves
  • new hive cave with new enemy
  • new special behaviour associated with mate
  • new creature that rewards you for finding a certain flower
  • 4 new enemies that you can encounter in caves
  • 9 new unlockables in total

I plan on testing out some new environmental hazard ideas that may make it into the next update.
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