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September 27, 2021, 10:49:29 PM

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TIGSource ForumsCommunityDevLogsLucifer (working title) - The Book of Belhor - Development Log
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Author Topic: Lucifer (working title) - The Book of Belhor - Development Log  (Read 253 times)
backtotheabyssgamestudio
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« on: September 14, 2021, 06:49:50 PM »

Hi everyone!! Back to the Abyss is an independent videogame studio, based in Uruguay. We are a team of 2 people, Programmer/Game Designer and Graphic designer. We have years of experience in software development in C#, .NET, XNA/Monogame. See our introductory post here https://forums.tigsource.com/index.php?topic=45.msg1443776#msg1443776

We are currently working in Lucifer v1.0 (working title), our first top-down shooter, action/RPG game, for PC/Windows, Windows 10 and XBox. Lucifer is a tough top-down shooter / action/RPG game about occultism and chaos magic.


Prototype, Pre-Alfa, Alfa, Beta, v0.7
2016-2020

We are building a dev. blog for the game as a way of bringing you closer to the creative process and tell you the story behind it since we started in early 2017. You will be able to follow the development of the whole game in there, when it's ready.


v1.0
DECEMBER 2020

Hi, quick update before 2020 year ends, hope you like it! We've been working in enemies death and close attack, player's death and combat mechanic in general. Some enemies will throw up powers, we are working on it and in game's balance in general, design-wise. We are adding new sounds, reason why we deleted all audio in this video. More progress in the next days! Back to the Abyss never rests





JANUARY 2021

Here's a new update, regarding sound FX. Monster steps can be heard now. We also replaced player steps/walking with new sound, and screaming for both, player and enemy have been added, when they die. More updates in the next days!





AUGUST 2021

We are working in new levels for Lucifer, Level 4 in this case. We are bringing in more graphic depth, overlapping and combining textures. As you see, we are adding other structures as well as houses/buildings, tables and other objects the player can interact with. We hope you like it



We've found a bug in the exit area, it wasn't showing level requisites and/or required objects in order to move forward into the next level. Besides this, we wanted to let you know we are building a dev. blog for the game, as a way of bringing you closer to the creative process and tell you the story behind it since we started in early 2017.

« Last Edit: September 16, 2021, 07:40:16 PM by backtotheabyssgamestudio » Logged

Diego Sendra
CEO/Software Development/Game Design
Back to the Abyss Game Studio
backtotheabyssgamestudio
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« Reply #1 on: September 17, 2021, 07:29:56 AM »

SEPTEMBER 2021

Hi. I've been working in several things code-wise lately, mainly code refactoring, things not visible to the player, but structural and needed for optimization. Also I've been doing a level editor, something we didn't have so far. I remind I am making the game in C# and Monogame entirely, within a propietary engine, so for good or for bad, everything takes more time than using an existing engine.

In addition to this, the idea is completing the first 10 levels for Steam's Early Access as soon as possible from a level design angle, so to view the game more conceptually, not so focused into the minor detail. This will allow to speed up the development, which is already been forever since I started.


"Lucifer v1.0 - Level 9-Floor-1" (Photo)

Part of August's work and currently September was focused into creating less-laberintic looking-like levels, design-wise, with more open spaces, more aimed into combat and less into level resolution. It will be plagued with enemies of different sorts, skills and speeds. In fact, I am adding a layer of of new enemy paths to all existing levels. Enemies already see us and can change the path as well, also shooting. There's no gameplay footage made for that yet. Graphically, our designer Giordano have been working a lot in giving more richness, breaking the walls/sides linearity, also adding other objects such as houses/buildings and structures where the player will be able to interact with and explore.


"Lucifer v1.0 - Level 4 - Floor + Wall textures-1" (Photo)


"Lucifer v1.0 - Level 4 - Floor + Houses + Wall textures-2" (Photo)

More updates soon.
« Last Edit: September 21, 2021, 04:38:17 PM by backtotheabyssgamestudio » Logged

Diego Sendra
CEO/Software Development/Game Design
Back to the Abyss Game Studio
backtotheabyssgamestudio
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« Reply #2 on: September 22, 2021, 01:25:18 PM »

We've been working in removing the sharpness of the borders, for some old levels from 2018. As you can see in this before/after comparison, we found a way to make them look not so lineal. What do you think of the change?

« Last Edit: September 22, 2021, 01:45:18 PM by backtotheabyssgamestudio » Logged

Diego Sendra
CEO/Software Development/Game Design
Back to the Abyss Game Studio
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