Posts Tagged ‘development update’

Archaeologist Simulator – Update

Posted by (twitter: @AwesomeBerries)
Tuesday, September 6th, 2016 10:23 pm

That was a fun gamejam! Even without the ratings…

So I finally got around to adding a new level (or the start of one anyway), recording some gameplay video, then editing it into a trailer and a Steam Greenlight entry.

Progress on my post LD game, need more suggestions

Posted by (twitter: @AEFXFreedom)
Tuesday, April 28th, 2015 3:20 am


Giant Spiky Ball of Death updates:

  • Much better controls
  • Added arrow key support
  • NEW ENEMY (splits into five smaller enemies, see below)
  • Removed main background (it caused my gifs to go up in file size by 20mb…)
  • Order change of waves (Bigger enemy comes before the shooting one)
  • Fixed being able to outrun the chain

To be added in the near future:

  • Controller support
  • Enemy kills counter after death
  • Post score to twitter?
  • HTML 5 version (Will be saving up in the far future)


Although I am not aiming to sell my game, I would at least like to see this project reach a more acceptable level of quality. Also as this is now more of a shameless self advertise, I need more people to play the Ludum Dare version of my game and give critical feedback. Below is a gif of a more polished and faster version of my game, but I will say now that the LD version is not too far off from this one. I have not released this newer version yet, as I am in need of more feedback on the original, but I will most likely after the voting has finished.


Play Giant Spiky Ball of Death LD version


Update #3

Posted by (twitter: @charlottegore)
Sunday, December 7th, 2014 11:00 am

I think this game is actually ready to go. Still… quite a few hours to… can I add particle effects, guilt free? Wow!

It was all looking horrible yesterday, but today it’s all come together… thank goodness.

It seems to be rather more Meat Boy than I’d hoped… hopefully that’s not too terrible a thing. \

Anyway, a close up of one tiny corner of the game, for your viewing pleasure:


Poo Dee Pie – GIF Action!

Posted by (twitter: @kintinue)
Saturday, December 6th, 2014 7:47 pm

Poo Dee Pie Header


Hey, everyone!

Today has been eventful. Steffen painted 90% of the graphics for Poo Dee Pie. Ben got the WIP version of Poo Dee Pie up and running on (You can play it here:

Steffen has gone to bed now, but he sent an early look GIF of the mouse trapped in the conveyor belt.

PooDeePie gif

There is also a new “Fired” screen in the works:

fired screen

Follow all of the updates on Poo Dee Pie on Twitter by following #PooDeePie. Send us your catch phrase ideas using that hashtag. You can also tweet @ThumbsBlue, @SteffenWittig and @Kintinue with ideas.

Fun fact: The timezone differences between myself, Ben and Steffen are super crazy. It is really interesting to have the opportunity to work with such talented people all over the world!

Update #2 – End of Day One!

Posted by (twitter: @charlottegore)
Saturday, December 6th, 2014 5:33 pm

What a day… this Ludum Dare I wanted to use Blender as a level editor for my Three.JS engine to play with:

It worked!

Screen Shot 2014-12-06 at 23.57.51

It’s super, super hacky but I was able to use bones as entity data, where the first bone in a chain had the type and location of an entity, then I used child bones to indicate other parameters. This way I could configure the size of doors, the paths of entities, the size of things etc.

This is the end of the first day for me and I am ecstatic to be able to say I have my game’s level fully designed and playtested. It takes about 10 minutes to beat so that feels about right.

Screen Shot 2014-12-07 at 00.17.13

Tomorrow morning I’ll be doing the sound effects and music first (so easy to overlook), then it’s polish time – as much shiny as I can squeeze in in the time remaining. It’s taken all my willpower not to try to do something about the dreadful graphics today. I added no shaders, no parallax effects, no particles, no textures, no lights. The geometry, other than the collision mesh, is just what Three.JS lets you generate procedurally. I am growing as a person by embracing my inner programmer artist.


Poo Dee Pie – Update

Posted by (twitter: @kintinue)
Saturday, December 6th, 2014 12:51 pm

PooDeePie Header

Poo Dee Pie is making huge strides. Ben and Steffen have been working like crazy to get everything up and running. You can check out the WIP version of the game here: 

Steffen has taken one of my favorite elements and animated it! The mouse in the conveyer belt will move around the rollers throughout game play. The mouse will be added on later and new adjustments will come to the WIP game on game jolt. Ben is catching some Zzz’s ATM.

twitter update

Steffen is still creating gorgeous art for the game. Check out some of his updates:

Poo Sprite By Steffen

Who says you can’t polish a turd?

Nude Worker Steffen

A gif of game play will be coming soon. You can follow updates on this awesome game, including first looks at the (f)art by following #PooDeePie on Twitter. Also, follow @SteffenWittig, @ThumbsBlue and @Kintinue! 

Slug Lord Loves Brains

Posted by (twitter: @charlottegore)
Saturday, August 23rd, 2014 8:53 am

Leaving it until today to start learning how to do UV Unwrapping, modelling, rigging and all that sort of thing? Not brilliant, but luckily everything’s just working out. Hopefully get all the assets I need made today (I only need to do a player character and an environment), leaving me tomorrow to actually make the game itself. Cutting it a *bit* fine…

Screen Shot 2014-08-23 at 16.48.48

This screenshot is from my model viewer/tester.

You too can be an A.S.S. (Airport Security Screener)

Posted by (twitter: @ryroper)
Saturday, April 26th, 2014 11:14 pm

Work is progressing fast and furious for the team and I. I’ve never been this close to a finished version on a saturday like this.

Having a great time.

Heres a screenshot!

Work in progress 2.

Work in progress 2.

My Life for the Past Day and a Half – Told With Pictures

Posted by (twitter: @nick_mudry)
Saturday, December 14th, 2013 10:41 pm
photo 1

My “lair” for the past 24 plus hours. Cans of soda, food, messy floor, full trashcan, etc.

photo 2

My desk, with my midi keyboard used for making sound effects for the game.

photo 3

Here’s the desk. Littered with soda cans and munchies (my favorite). Still a mess from the past day plus of work.

photo 5

Meanwhile, outside my window… A SNOW STORM. Good ole’ New England!

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