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1379100 Posts in 65664 Topics- by 58029 Members - Latest Member: ockpii

July 11, 2020, 11:03:45 PM

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TIGSource ForumsCommunityDevLogsReavers of New Rome
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Jondog
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« Reply #40 on: March 09, 2017, 07:55:42 PM »

This looks pretty neat so far, though I think higher res shadows that are sharp would look better than the change to low res shadows.
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Alec S.
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« Reply #41 on: March 19, 2017, 09:50:16 AM »

Thanks!  Yeah, I'm going to play around with the shadows, figure out what looks best.

I haven't updated this in about a month as I've been busy with life stuff (and also took a break to made a small game, you can check it out here)

Basically, my goal right now is to release a public alpha demo some time in the next week or so. 
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Alec S.
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« Reply #42 on: March 24, 2017, 04:12:59 PM »

Just released the alpha demo!

The demo contains the first area of the game, leading up to a boss battle.

Download
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The Armorman
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« Reply #43 on: March 25, 2017, 01:23:08 AM »

I also think Nier was a good game, too
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BELOW FOR GOGNIOS

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Alec S.
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« Reply #44 on: March 25, 2017, 06:12:56 AM »

I've actually still never played any of the Nier games, although I saw that they also have the Action-Adventure + Bullet-hell-style enemy attacks thing going on, so I want to check them out when I get the chance.
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FROGANUS
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« Reply #45 on: August 21, 2017, 07:24:47 AM »

Hey I got around to whoopin that boss (also found the extra health tank).

Some comments/suggestions:

-some simple little pauses and/or fade in/out effects could be helpful in overall presentation, especially when player spawns or dies and respawns, it seems a little abrubt, imho.

-the walking seems smooth, I like the roll move, but no run button? no jumping?

-the aiming works well enough, though it seems a little too easy to me. I feel like the combat could be more in-depth if player could decide to aim manually, maybe a crosshair, maybe optional, I dunno.

-the text at the beginning seems sort of bland tbh.. I like the backstory, but could it be incorporated or overlapping with the cutscene somehow? (reading it while player drifts on the ship would be more effective, less likely to skip without reading, imho)

Look forward to any updates!
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-Fro-gAH-nus
Alec S.
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« Reply #46 on: August 21, 2017, 09:48:12 AM »

Thanks for the feedback!  Definitely I'll be doing a lot of polish tweaks as the game goes on.  It's funny you should mention putting the opening text over the boat cut-scene, since I remember that being my original intention.  The wall of text at the beginning is mostly just for the early demo.

Anyway, I haven't been working on this much since I've been busy with dayjobs as well as with other projects

But, rest assured, development will continue, and there will be news about this game in the very near future...
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Alec S.
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« Reply #47 on: August 26, 2017, 11:41:23 AM »

Announcing this will be part of a collection of short games I'm currently working on (along with the project from my other DevLog).

A kickstarter will be beginning on September 1st.

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newbeings
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« Reply #48 on: August 26, 2017, 01:40:20 PM »

Just found this - looks so cool, I love your art style : )
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Alec S.
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« Reply #49 on: August 26, 2017, 01:52:02 PM »

Thanks!
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Alec S.
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« Reply #50 on: September 01, 2017, 12:15:08 PM »

The Inedible Pulp Kickstarter is now Live: https://www.kickstarter.com/projects/1144112254/inedible-pulp-volume-1

Trailer:





 
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gouhadouken
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« Reply #51 on: September 24, 2017, 09:02:33 AM »

I <3 this aesthetic so much. Am I seeing some dark forces influence in there? I don't know if this is intentional, but the lack of fall animation is such a subtle touch, and it sells really well.

Edit: also, definitely body harvest, amirite?
« Last Edit: September 25, 2017, 10:11:15 AM by gouhadouken » Logged
Alec S.
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« Reply #52 on: June 29, 2020, 07:13:12 PM »

Restarted the project and launched a Steam page

Steam page




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Alec S.
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« Reply #53 on: June 30, 2020, 01:21:55 PM »

Teaser:




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Alec S.
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« Reply #54 on: Today at 10:09:20 AM »

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