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April 19, 2024, 04:44:16 AM

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gereon
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« Reply #40 on: August 14, 2015, 04:25:43 AM »

Graphics update: animated clouds

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Greipur
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« Reply #41 on: August 14, 2015, 04:59:09 AM »

"gemütliches action game"

I think the term you're looking for is cosy, leisurely or unhurried. I assume the Swedish word "gemytlig" is close to the root word German shares, so cosy etc. would be a close approximation from Swedish at least.

The game is inspired by an old C64 game.

What game? Exile perhaps? When cave exploration comes into play that's a given assumption for me. Wink
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gereon
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« Reply #42 on: August 14, 2015, 09:20:07 AM »

Quote
I think the term you're looking for is cosy, leisurely or unhurried. I assume the Swedish word "gemytlig" is close to the root word German shares, so cosy etc. would be a close approximation from Swedish at least.

I guess "gemytlig" is the same. But that varies in the game, e.g. when you get attacked, there will be fast-paced action. You can avoid this a bit by being more careful and stealthy.
Most "gemytlig" are the cave/vault exploring scenes, but be aware, there are sometimes deadly creatures hiding in the dark!

Quote
What game? Exile perhaps? When cave exploration comes into play that's a given assumption for me.

C64 Exile was indeed a cool game. I should replay it for getting further inspirations.
The game has many inspirations from old games and evolved more and more away from its original main inspiration, which was... well, have another guess Smiley
A ball, cauldrons, colors, ...
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gereon
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« Reply #43 on: August 15, 2015, 09:51:35 AM »

Graphics update

I'm working on new graphics for the HUD (top of screen)

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gereon
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« Reply #44 on: August 16, 2015, 05:41:10 AM »

Animated clouds

Here is a little GIF video to show the new clouds in action

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gereon
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« Reply #45 on: August 16, 2015, 09:15:33 AM »

HUD rework progress

I changed the three cauldron gauges (top right) a bit to look more like forged metal. Feedback welcome!

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« Reply #46 on: August 21, 2015, 11:40:13 AM »

Graphics update

I continued the redesign of the interface. The life and energy bars (the red and blue bars on top left) are now simplified and I increased the lighting effect.

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« Reply #47 on: August 21, 2015, 02:02:28 PM »

This looks beautiful. Good luck with your game! :-)
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Siddhartha Barnhoorn
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Composed music for the games Antichamber, Out There, The Stanley Parable, Planet Alpha...

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gereon
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« Reply #48 on: August 22, 2015, 01:09:00 AM »

This looks beautiful. Good luck with your game! :-)
Thank you! I will need it Smiley
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gereon
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« Reply #49 on: August 22, 2015, 08:56:51 AM »

Sphere redesign

I'm reworking the graphics of the sphere. Here is a version which is conformed to the top screen interface. Any thoughts?

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gereon
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« Reply #50 on: August 27, 2015, 03:42:08 PM »

Weird aurora

I created a "weird aurora effect", some kind of green wafting lighting in the background.

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gereon
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« Reply #51 on: August 28, 2015, 10:22:17 AM »

Graphics update

I'm reworking the volcanic world. Here is a screenshot of the current state (volcanic world by day). I intensified the fog and smoke effects.

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gereon
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« Reply #52 on: August 29, 2015, 09:40:17 AM »

more intensified...

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gereon
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« Reply #53 on: August 30, 2015, 03:21:30 PM »

more from the volcanic world...

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gereon
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« Reply #54 on: September 02, 2015, 01:45:16 PM »

Here's a new screenshot of the volcano

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gereon
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« Reply #55 on: September 03, 2015, 04:31:27 PM »

Here is a video of the volcanic world


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gereon
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« Reply #56 on: September 05, 2015, 11:59:01 AM »

Enemy upgrading

Not only you can upgrade the orb, your enemies will also upgrade themselves over time.

Each enemy has its own home world. This is the world where it first occurs. At this time, it has no upgrades (level 0).
When this world is completed, the enemy upgrades to level 1. When it now spawns in this or other worlds (randomly), it will have this new upgrade level. When the next world is completed, it will upgrade to level 2 and so on.

With a new upgrade level, an enemy can improve its standard abilities, like its speed or attack damage. But it may also get new "special abilities", like new weapons or defense systems. It may also improve its behavior and getting "cleverer".
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« Reply #57 on: September 06, 2015, 02:57:34 AM »

Enemy ability: Shield

In my last post I described, how enemies upgrade and may achieve special abilities.

One example is the ability to raise a shield, capable to repel orb's standard shots. The enemy will able to detect shots, the detecting sensitivity depends on the its abilities. You can see this in the volcanic world video, where I experimented with a high sensitivity.

Usually a single shot is very unlikely to be detected. A bunch of shots is likely to be detected very fast. Therefore it is unlikely to hit an enemy (with shield ability) with a volley of shots unless you are very close. The best you can do on a high sensitivity shield is to fire only single aimed shots or use your own special abilities.
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« Reply #58 on: September 07, 2015, 01:22:47 AM »

Enemy closeup: The Drifter

Drifters always occur in groups and fly in a line formation. They can detect you (the orb) only if in line of sight. If that's the case, they attack. Their shots are aimed, but with random accuracy.
As all enemies in the game, the drifter will upgrade over time (see my last posts). They can currently achieve the following special abilities:
  • Shield (as described in my previous post)
  • Plasma bowl missiles, which approach the orb (guided). One hit will destroy a missile, but they approach in loops to avoid getting hit.

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« Reply #59 on: September 08, 2015, 08:45:20 AM »

Deep in this volcano vent resides the evil Magmon

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