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TIGSource ForumsCommunityDevLogsThunder Kid - 3D Action Game! [OUT NOW!]
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Author Topic: Thunder Kid - 3D Action Game! [OUT NOW!]  (Read 5645 times)
Alec S.
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« on: August 02, 2018, 02:08:06 PM »


Out Now!


Steam: https://store.steampowered.com/app/944590/Thunder_Kid/
Itch: https://malec2b.itch.io/thunder-kid



Thunder Kid
is a 3D Run 'n' Gun game (kinda in the vein of my previous game Cold Vengeance).  Basically, it's my attempt to take the "3D Run'n'Gun" idea from Cold Vengeance, and make the smaller, tighter, Megaman-influenced version of it.

I'm currently working on a prototype, which is currently on its second day of development.  My goal is to get the basic gameplay down as well as one test level by the end of 7 days.




« Last Edit: October 22, 2018, 09:09:05 AM by Alec S. » Logged

Alec S.
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« Reply #1 on: August 03, 2018, 10:31:38 PM »

Today I added some more enemies

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Alec S.
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« Reply #2 on: August 04, 2018, 09:16:20 AM »

Started experimenting with some level design.  I wanted to see how well multiple tiered levels could work with this style, and I'm pretty happy with the results.

Also I added spikes.

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Alec S.
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« Reply #3 on: August 05, 2018, 03:22:02 PM »



Decided to try out making a boss battle.  I was having trouble deciding whether to go with big, stationary SHMUP style bosses, or smaller, more maneuverable bosses.  Decided to split the difference with bosses that are about 2X the size of the main character, and also widen up boss arena stages to give them a bit of room to maneuver.
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JobLeonard
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« Reply #4 on: August 06, 2018, 01:14:06 AM »

The graphics remind me a lot of Fade to Black



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Alec S.
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« Reply #5 on: August 06, 2018, 04:04:39 PM »

This is literally the second time one of my game's has been compared to Fade to Black in a DevLog on these forums.  I guess I should probably play Fade to Black.   Cheesy

Also, got moving platforms working!

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newbeings
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« Reply #6 on: August 07, 2018, 10:00:43 AM »

This looks awesome!
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Alec S.
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« Reply #7 on: August 07, 2018, 02:29:08 PM »

Thanks!
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Alec S.
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« Reply #8 on: September 06, 2018, 04:25:15 PM »

Moving back to full time development on this.

Started working on a new environment and some new enemies.



Also, a boss:

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Alec S.
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« Reply #9 on: September 08, 2018, 08:38:37 AM »

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Alec S.
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« Reply #10 on: September 14, 2018, 01:19:55 PM »

The game now has a Steam Page

And a trailer:







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JobLeonard
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« Reply #11 on: September 15, 2018, 12:34:31 AM »

I guess the itch.io was already there for a longer time? Wink
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Alec S.
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« Reply #12 on: September 15, 2018, 08:27:10 AM »

The game will be on Itch as well, there's just more of an incentive to make a Steam page early because of how much Wishlisting impacts visibility.
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Alec S.
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« Reply #13 on: September 22, 2018, 02:29:48 PM »

Hey, look at that progress bar jump up from 20% to 80%!

Today I finished the final boss, which means all the stages and bosses have at least a first pass finished.  Just gotta hammer this together into a playable build and start tweaking and polishing.  I'm on track to release the game on October 22nd.

Here are a few more gifs:





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JobLeonard
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« Reply #14 on: September 23, 2018, 11:44:40 AM »

I like the change in texture Smiley

BTW, if you want to get rid of repetitive patterns, check this out:
http://www.cs.ucr.edu/%7Evbz/cs230papers/cohen_wang_tile.pdf
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Alec S.
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« Reply #15 on: October 03, 2018, 08:04:39 PM »

The game is now content complete.  Working on tweaking and polishing before the release on the 22nd.

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Caravaggio
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« Reply #16 on: October 03, 2018, 10:37:02 PM »

So it's pretty much done then - when did you start it?  I'm curious how long something like this took.
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Alec S.
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« Reply #17 on: October 03, 2018, 11:18:41 PM »

Started at the beginning of August, worked on this for around 10 days in august, as I was working on other prototypes that month as well.  The bulk of the work was done in September.  The quick pace was helped by the the fact I have a pretty substantial code-base that I work with.
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Devilkay
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Hi! First game-dev experience!


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« Reply #18 on: October 04, 2018, 05:49:53 AM »

low pol style, right? I like it
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JobLeonard
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« Reply #19 on: October 04, 2018, 07:24:30 AM »

No anti-aliasing in the textures too. Very hard edges as a result.

I love it, but the downside is that it can moiré patterns, like with the vertical beams in the last gif. Those are really harsh on the eyes.

If only we could have both the harshness of no anti-aliasing, and benefits of anisotropic filtering...
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