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Naishin
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« on: April 01, 2014, 01:04:43 AM »

Hey Everyone,

we are a startup game company called Geek Sloth Games and we are currently working on our first game Samudai. We've been working hard to try and show some stuff to everyone and yesterday we released a short gameplay clip of our early, early Alpha version Tongue Check it out:

At this point in development things are changing really fast so we wanted to keep track of the updates on a Devlog. We love to hear what you guys think and any feedback is apreciated.



Check it out if you want on www.geekslothgames.com or follow us on Facebook on www.facebook.com/geekslothgames.
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Frank - GSG
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« Reply #1 on: April 01, 2014, 03:15:27 PM »

We will update with a demo when we've finished the first level. Any feedback would be helpful Smiley
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SolarLune
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« Reply #2 on: April 01, 2014, 03:43:31 PM »

Hey, this looks pretty cool. Are you planning on having CPU in addition to (what I'm assuming is) a player-controlled character, or is it just going to be pure local vs.?

The gameplay seems pretty fast-paced, but somewhat simple. What exactly is the "clashes" in mid-air about?
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« Reply #3 on: April 01, 2014, 06:11:05 PM »

A very wide grin checked my face upon viewing that video.

How deep do you plan on the combat being? Will you carry out many attacks like maybe Smash Brothers, or will it be a more simple positioning game similar to, say joust or something?

Just pondering based on the clashes
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Naishin
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« Reply #4 on: April 01, 2014, 10:22:02 PM »

Thanks for the interest, we are really busy adding stuff to the game and trying to get the first level in a couple of weeks. The idea is to get a demo out in the not too distant future to get some more feedback.

Quote
How deep do you plan on the combat being? Will you carry out many attacks like maybe Smash Brothers, or will it be a more simple positioning game similar to, say joust or something?
The idea is to make it really fast paced and I guess you can compare it to SSB in some way. The emphasis is on the clash to get that feeling across as well as the arena out function. There are a lot of gameplay mechanics that have not been implemented in this really early build. Without spoiling too much Tongue

Quote
Hey, this looks pretty cool. Are you planning on having CPU in addition to (what I'm assuming is) a player-controlled character, or is it just going to be pure local vs.?

The gameplay seems pretty fast-paced, but somewhat simple. What exactly is the "clashes" in mid-air about?
We are looking into the possibility of adding online VS and AI but at this point we are focusing development on local VS. Like you said it's supposed to be very fast-paced, even more so in the final version. This makes it harder to make "good" online functionality. The clashes are there to strenghten that fast paced feeling and the knockback mechanic.

Thanks for the feedback!
« Last Edit: April 01, 2014, 11:15:33 PM by Naishin » Logged

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Frank - GSG
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« Reply #5 on: April 02, 2014, 01:27:57 PM »

A very wide grin checked my face upon viewing that video.


Our job here is done! :D
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pluckyporcupine
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« Reply #6 on: April 03, 2014, 08:15:01 PM »

Oh man, saw this on RPS. It looks awesome. Didn't realize you guys had a devlog! Looking forward to seeing more.
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Naishin
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« Reply #7 on: April 11, 2014, 04:45:58 AM »

So as some of you may have heard, we got a featured article on Rock Paper Shotgun which is awesome  Smiley It also means that we have to step up our proverbial game Wink and bring everyone what we promised.

We are currently working non stop on making our first stage into a full working Demo that we can release to the public for free. I can't really say when we will be done but it is getting along and I will keep everyone updated.

Still the project as a whole needs to continue as well so I just received a track for one of our later levels, the Ice Lake. Check it out if you have the time, I really like it but let me know what you think!

https://soundcloud.com/barry-pietersen/ice-lake-full-version

also, if you missed the article and want to check it out:
http://www.rockpapershotgun.com/2014/04/02/catfight-samudai-reveals-2d-arena-duels/
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Naishin
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« Reply #8 on: April 21, 2014, 11:21:44 AM »

Hi everyone, it was some time ago since we last posted something on TIG. We have been working like crazy to finish the Demo. There are still a lot of open points that need to be adressed but we are making progress.

While most of our team is working on the game itself, Frank and I worked on this Story Trailer to give everyone a quick idea of what Samudai is about. Check it out if you havnt done so and we hope to have some more gameplay footage for you soon!

Youtube:


Facebook: https://www.facebook.com/geekslothgames
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ephoete
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« Reply #9 on: April 22, 2014, 02:46:05 PM »

The arts are really nice but I'm a bit unsure about what the scope of the gameplay is actually, looks a bit rudimentary so far...?

Why do I have the feeling the music was recorded in a giant bathtub? Smiley
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Naishin
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« Reply #10 on: April 23, 2014, 03:25:32 AM »

Quote
The arts are really nice but I'm a bit unsure about what the scope of the gameplay is actually, looks a bit rudimentary so far...?
Why do I have the feeling the music was recorded in a giant bathtub?

Well thanks for the compliment about the art Wink As for the gameplay footage and the music/sound quality. We did not really intent for this gameplay trailer to get this much coverage. It was just something that we quickly Frapsed and edited Smiley I can guarantee that the music is of really good quality but you can be the judge of that!

Check out our composer's soundcloud link if you have the time and let me know what you think:
https://soundcloud.com/barry-pietersen/sets/samudai-music-teasers

As for the gameplay mechanics,I can understand how things can be a bit unclear, you can read about some of the changes we made on our IndieDB page and we are planning on releasing a new gameplay trailer where we explain stuff a bit more indepth.
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« Reply #11 on: April 28, 2014, 11:41:24 AM »

Hi everyone,

A while ago we showed you our gameplay trailer which was based of an early mockup image. Even though we liked the concept we wanted the stages to have something unique.

The idea of Samudai is that all the stages are based of off locations on a mountain and that the Hero needs to climb that mountain while the Villain needs to get down. To make all those stages flow together we added some weather changes in the level designs with the mountain growing darker and colder as the Villain was pushed back.

The Waterfall level, being the first but middle level needed to have a sort of dusky vibe where light and darkness meet. So the design was changed to fit this feeling.

We hope everyone likes the new design but please leave us some feedback and if you have any questions, never hesitate to ask us.




« Last Edit: April 29, 2014, 11:53:09 AM by Naishin » Logged

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Naishin
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« Reply #12 on: May 07, 2014, 12:15:03 PM »

Hey guys, just wanted to give you a quick update about all the stuff we've been doing. Well first of all, we are almost done with the Demo which took a lot more work then we expected. It's only when you really start to write down what is missing that you find just how much you have to do  Smiley Things couldn't have gone better and we are well on our way on making our release deadline which was scheduled to be somewhere in the next few weeks (we'll keep you updated ofcourse)

While most of our team is currently working on the Demo we also have one of our artists work on the art for the rest of the game. One of the things we are excited about is the addition of two more characters. While these are drawn and animated for the complete game instead of the Demo, I still wanted to show you some promo art.

Let me know what you think of the design, any feedback is welcome!



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Frank - GSG
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« Reply #13 on: May 13, 2014, 06:07:34 PM »

Hey guys, just wanted to let everyone know that we are planning on releasing the Demo this Friday! More info coming soon.
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Naishin
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« Reply #14 on: May 14, 2014, 08:03:35 AM »

Here is a short gameplay trailer you can enjoy till the Demo gets here Wink





Feedback is always welcome!
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Naishin
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« Reply #15 on: May 15, 2014, 10:32:18 PM »

Well guys, the Samudai Alpha Demo is finally out for download on our IndieDB page:

http://www.indiedb.com/games/samudai/

Check it out and let us know what you think!

Keep in mind that this is still very much an Alpha with a lot of things still up for change. Other than that, enjoy! Wink
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« Reply #16 on: May 16, 2014, 11:17:31 AM »



We would like more feedback on the controls and our new dash mechanic :D If you have the time, please leave us a comment here!
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pluckyporcupine
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« Reply #17 on: May 16, 2014, 06:23:10 PM »

My girlfriend and I tested it out. I don't think there's enough there yet. We can't get much of a feel for the Nidhogg-like push and pull of the game because there's only one zone players can actually lose in right now, it looks like.

Basic movement doesn't feel good at all. It's too floaty for how small platforms are. Furthermore, if you get hit at all, you seem to not be able to save yourself or control yourself at all, really, leaving the clashing of swords and subsequent fall from knockback giving the decision of who lives to luck, depending on who hasn't fallen in the water instead of on a log yet. All too often, our matches were left entirely to luck after clashing swords in midair.

Jumping off the side of logs feels awkward, as well, leaving a largely noticeable pause between when you hit the log and when you can jump off of it.

I also had issues using my super move and ultimate attack, using the super move successfully only once in a chain of attacks.

Also, small note but the explosion from the one character and the raising of rocks from the other communicated different things when we first experienced it. We quickly realized they were equivalent in function but when first seeing the explosion, you kind of wonder how the other player did that.

The dash feels pretty good, though. And the idea is intriguing. But at this point it's awkward and just beating each other up repeatedly in the same arena doesn't give much of a feel for the flow of the game.
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Frank - GSG
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« Reply #18 on: May 18, 2014, 09:43:26 AM »

Thanks for the feedback!
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Frank - GSG
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« Reply #19 on: May 19, 2014, 09:18:08 AM »

We would also like to hear the FPS everyone is getting. You can press F1 to show the FPS in the game.
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