Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411485 Posts in 69371 Topics- by 58427 Members - Latest Member: shelton786

April 24, 2024, 04:57:21 AM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsCommunityDevLogsOverclocked (Out Now!)
Pages: 1 ... 3 4 [5] 6
Print
Author Topic: Overclocked (Out Now!)  (Read 19041 times)
Magnesium Ninja
Level 3
***



View Profile WWW
« Reply #80 on: July 01, 2017, 08:25:03 PM »

A new enemy! This one, creatively titled the "Robot Dog", is introduced in Episode 3.

Logged

Magnesium Ninja
Level 3
***



View Profile WWW
« Reply #81 on: July 29, 2017, 05:55:10 PM »

A look at Neon, a seedy black market full of traps and colour.

Logged

alaNintendo
Guest
« Reply #82 on: July 29, 2017, 06:12:25 PM »

Great stuff!!  Beer!
Logged
Magnesium Ninja
Level 3
***



View Profile WWW
« Reply #83 on: September 30, 2017, 05:20:48 PM »



-----

WIP look at Boost Blocks! These stationary obstacles fling you through the air when you dash into them, refilling your dash in the mean time.

This allows for some really cool air combos, which is perfect given how little ground there is to stand on in Episode 4.
Logged

Magnesium Ninja
Level 3
***



View Profile WWW
« Reply #84 on: October 07, 2017, 07:05:28 PM »



-----

Introducing Signal Boosters (known internally as Circlers). These relatively simple enemies move in circles, forcing you to time your dash if you want to use them to continue your air combo.
Logged

Photon
Level 4
****


View Profile
« Reply #85 on: October 08, 2017, 07:17:35 AM »

These combo mechanics look very interesting. What is your perspective on designing levels around them? Are they going to be mostly linear with telegraphed/on-rails routes, or are you hoping to go for something a little more open-ended?
Logged
Magnesium Ninja
Level 3
***



View Profile WWW
« Reply #86 on: October 08, 2017, 08:40:33 AM »

All of the levels are linear in nature, similar to what you'd find in a game like Super Meat Boy. Our driving philosophy when designing levels has largely been, "How can we use this charge-up dash mechanic to create challenges that other platformers don't have?"

Obviously action-platformer is a relatively saturated genre, so we're trying to create an experience that feels notably different, primarily through an emphasis on two concepts:

1. Player-driven action

Rather than base levels around cycles that the player has to wait for, we're trying to create obstacles that can be approached at any time, once the player is ready to continue. Toggle spikes from earlier in this thread are a good example of that. They switch based on your actions, rather than a timer.

2. Combat as movement

Early on in Overclocked's lifespan, we had platforming and combat sequences far more segmented. You would do some challenging platforming, then fight some enemies, then do more platforming. We found that it works a lot better when we integrate the enemies into the platforming itself. It allows us to take advantage of the somewhat unique concept that your dash is both a way to get around, and also your primary means of defeating enemies.

We're hoping these concepts help the game stand out from the pack as much as possible  Smiley
Logged

Magnesium Ninja
Level 3
***



View Profile WWW
« Reply #87 on: October 21, 2017, 11:00:03 AM »



-----

Episode 5 introduces No-Dash Zones, which restrict your dash and force you to navigate in a more conventional sense. This episode focuses a lot on moving in and out of these zones, and figuring out how to get to where you need to be.
Logged

flex$
Level 2
**



View Profile
« Reply #88 on: October 21, 2017, 01:34:35 PM »

i love your focus on tight gameplay mechanics and skill ceiling. keep your focus there and i'm confident this can find an audience of hardcore players.
Logged

Tangleworm
Level 0
***



View Profile WWW
« Reply #89 on: October 21, 2017, 08:19:01 PM »

Thanks, flex$ (and belatedly IndieDoroid)! I hope this can find an audience too.
Logged

Magnesium Ninja
Level 3
***



View Profile WWW
« Reply #90 on: October 28, 2017, 08:26:46 PM »



-----

Climbing up between two buildings in Episode 4! This episode is all about scaling the side of a skyscraper, and so we've put multiple parallax cityscape layers to work (not that visible in this gif) to give a really strong sensation of climbing high above the city. I think it's turned out really well, making this one of my favourite episodes in the game.
Logged

Magnesium Ninja
Level 3
***



View Profile WWW
« Reply #91 on: November 04, 2017, 07:16:38 PM »



-----

We've spent a lot of time integrating the game with Steam and setting up our store page, but none of that is ready to show off quite yet. It's been a very surreal but exciting experience getting leaderboards, achievements, and cloud saving up and running. Things I've been dreaming of doing for a long time now, and finally getting to work on.

Making it onto Steam isn't what it used to be, but it's still a very exhilarating moment for us.  Smiley
Logged

Magnesium Ninja
Level 3
***



View Profile WWW
« Reply #92 on: November 18, 2017, 10:30:40 AM »



-----

Very exciting day for us! The Overclocked Steam page has officially gone live, and with it, the news that the game will be launching early next year for free! While not as momentous as the game's eventual launch, this has been a long time coming for us and it feels great to be here.

If you like what you've seen so far, feel free to wishlist the game so that you'll be notified when the game comes out.
Logged

Magnesium Ninja
Level 3
***



View Profile WWW
« Reply #93 on: November 25, 2017, 10:11:17 PM »



-----

We've been working hard to incorporate tester feedback and make the game a smoother experience. A couple big steps that we've taken have been to dramatically reduce dash charge time (as seen in the gif above) and to have the player create a shockwave when dashing downwards into the ground. Both of these changes allow for players to get through levels faster, and to feel cooler while doing it, which has been a big goal of ours.
Logged

PsycheMac
Level 1
*



View Profile WWW
« Reply #94 on: November 26, 2017, 12:58:40 AM »

We've been working hard to incorporate tester feedback and make the game a smoother experience. A couple big steps that we've taken have been to dramatically reduce dash charge time (as seen in the gif above) and to have the player create a shockwave when dashing downwards into the ground. Both of these changes allow for players to get through levels faster, and to feel cooler while doing it, which has been a big goal of ours.[/center]

That sounds like a good thing to be working on. It's something that made Dust An Elysian Tail so popular. It had a really quick fluid combat system that always made you feel like you were doing cool things in the game.
Logged



Twitter: @PsycheMac
Magnesium Ninja
Level 3
***



View Profile WWW
« Reply #95 on: January 13, 2018, 05:33:14 PM »



-----

A quick preview of a late-game boss!
Logged

Magnesium Ninja
Level 3
***



View Profile WWW
« Reply #96 on: May 05, 2018, 05:42:12 PM »



-----

A late game mechanic that allows for some very interesting air chains!
Logged

Magnesium Ninja
Level 3
***



View Profile WWW
« Reply #97 on: May 12, 2018, 07:19:07 PM »



-----

Showing off some more progress into Episode 6.
Logged

Magnesium Ninja
Level 3
***



View Profile WWW
« Reply #98 on: September 25, 2018, 07:01:33 PM »

Exciting News!



Overclocked will be officially launching for free on October 9, 2018!

This entire project has been a huge labor of love for us and we're super thrilled to be this close to the finish line! Huge thanks to everyone who's shown interest and support over the years  Smiley


-----

Wishlist the game to be notified when it goes live




Logged

Devilkay
Level 2
**

Hi! First game-dev experience!


View Profile
« Reply #99 on: September 25, 2018, 11:05:40 PM »

a very good start!
Logged
Pages: 1 ... 3 4 [5] 6
Print
Jump to:  

Theme orange-lt created by panic