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TIGSource ForumsCommunityDevLogsGalactic Bulwark Strike - NOW RELEASED ON STEAM
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Author Topic: Galactic Bulwark Strike - NOW RELEASED ON STEAM  (Read 5299 times)
jg.camarasa
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« on: February 07, 2018, 02:18:21 PM »








Hey guys!

I've decided to turn a gamejam entry I did a few weeks ago into a more developed game with hopes of finishing it.

VICE WAVES is a roguelite game where the player has to defat increasingly difficult waves of enemies while gaining upgrades.

I'm trying to go for a 80's/synthwave/retro/CRT look and feel.

An early video of the game in action: https://gfycat.com/SkeletalAgileAbyssiniancat

Looking forward to bringing more updates and hope you like it!

« Last Edit: October 22, 2018, 09:02:22 AM by jg.camarasa » Logged

jg.camarasa
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« Reply #1 on: February 09, 2018, 01:31:49 PM »




  • Added some UI to the game
  • Added a snake-like enemy
  • Score and combo systems ready!
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jg.camarasa
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« Reply #2 on: February 10, 2018, 10:24:26 AM »



  • New combo indicator! Look at that sweet, sweet combo!
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jg.camarasa
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« Reply #3 on: February 11, 2018, 06:02:05 AM »



  • KineticGun: Bat's kinetic energy generates plasma bullets.
« Last Edit: February 11, 2018, 07:04:29 AM by jg.camarasa » Logged

jg.camarasa
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« Reply #4 on: February 11, 2018, 08:38:54 AM »



  • Homing Missiles: The Bat gathers energy from Ball impact and shoots 6 homing missiles that chase enemies.
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Penguinoccio
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« Reply #5 on: February 12, 2018, 10:10:52 AM »

This looks fun. I like that the ball obeys gravity and is not a straight-line bouncer like arkanoid.
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jg.camarasa
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« Reply #6 on: February 12, 2018, 01:49:47 PM »



  • Light Cannon: Self-descriptive!

This looks fun. I like that the ball obeys gravity and is not a straight-line bouncer like arkanoid.

Thanks for the comment! I agree, honestly while playing it I find that to be the most fun. The Ball behaves according to physics so the player has to plan how to hit it properly, unlike arkanoid Smiley
« Last Edit: February 12, 2018, 02:13:16 PM by jg.camarasa » Logged

Octopus Tophat
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« Reply #7 on: February 12, 2018, 04:29:56 PM »

It looks really satisfying to smack the ball around like that lol.

Looks fun!!
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Roguelike platformer: RogueWorld
jg.camarasa
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« Reply #8 on: February 13, 2018, 01:37:24 AM »

It looks really satisfying to smack the ball around like that lol.

Looks fun!!

Thanks man!
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HSI
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« Reply #9 on: February 13, 2018, 03:28:10 AM »

That looks really cool! How'd you give it that stripy retro effect?
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HEY YOU, YEAH YOU!
Check out my devlog: Undergrowth - an open-ended farming sim with a survival/craft heart!
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jg.camarasa
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« Reply #10 on: February 13, 2018, 05:37:13 AM »

That looks really cool! How'd you give it that stripy retro effect?

Thanks!
It's a combination of
  • CRT scanlines: Just a stripe texture on top of the game
  • CRT distortion: A shader that distorts the viewport curving it on the edges
  • Chromatic aberration: A shader that separates and offsets the RGB channels by a small amount.
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jg.camarasa
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« Reply #11 on: February 13, 2018, 09:54:41 AM »



  • Electric Ball: The ball is charged with electricity that damages nearby enemies
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jg.camarasa
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« Reply #12 on: February 16, 2018, 03:28:19 AM »



  • Boss: TEMP'L4R

Exciting times! Implementing the end-level boss. I hope to reach a state soon where I can release a demo!
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jg.camarasa
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« Reply #13 on: February 21, 2018, 12:47:26 PM »






  • Remade the boss concept and design!

Honestly I wasn't quite happy with the design of the boss. I spent some days thinking about the background/lore of the game and decided to come up with a new, more appropiate design. I think this one is closer to what comes to my mind when I think of a boss!

What do you think, is this an improvement or you liked the previous better?
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faircall
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« Reply #14 on: February 21, 2018, 10:13:58 PM »

This looks spectacular!  There's an excellent mix of ideas in here.  I love the aesthetic too.  What did you do to get the glow on the beams like that? 
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jg.camarasa
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« Reply #15 on: February 22, 2018, 08:29:45 AM »

Hey Faircall, thanks for the kind comments!

The beam effect is actually simple:

The whole effect consists of only this texture multiple times.



First I stretch it vertically and tint it red. This is the "base" of the beam.



Then I add the same texture but with three important changes: it's wider, it's semitransparent and the Blending is set to Additive.



Finally I add the same texture again, but this time it's narrower, pure white and also set as Additive.



And there you go!

Also, take into account that I have a couple of postprocessing effects in top of the whole game, like CRT distorsion and Chromatic Aberration, that help to juice the game a little bit more.

Hope it was useful Smiley
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pelle
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« Reply #16 on: February 22, 2018, 12:23:38 PM »

Godot v3? Any experiences to share? Not much about godot around here.
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jg.camarasa
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« Reply #17 on: February 22, 2018, 12:41:59 PM »

Godot v3? Any experiences to share? Not much about godot around here.

That's right! I've been using godot for about 3 or 4 months, mainly game jams. Started with v2, and last month I've been working with v3.

About Godot:
  • I love it to death. Personally its workflow just clicked for me.
  • Hard for me to recommend it to other people. I usually rolled my own tech and hardly used Unity, so I can't compare them.
  • The Node system is awesome, but you have to wrap your head around it.
  • The engine is lightweight as fuck, it's a single executable and it's fast to load and to use. Perfect for prototyping
  • I've only used it for 2D games.
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jg.camarasa
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« Reply #18 on: February 22, 2018, 01:12:05 PM »




  • Added a distorsion effect!

I added a distorsion effect that you can see in the missile trails and the enemy explosions. It's kind of subtle but I think it adds to the game.

What do you think?
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mark_CRG
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« Reply #19 on: February 22, 2018, 03:45:11 PM »

game looks fun!! I had this idea a while back, glad to see someone doing it justice  Hand Thumbs Up Right
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