Posts Tagged ‘preview’

TurretBox Game engine preview

Posted by
Saturday, August 27th, 2016 6:30 am

It seems like the gif video failed last time so here is the full video

http://imgur.com/j0hqpyK

Again all credits to our Coder

TurretBox Engine Preview

Posted by
Saturday, August 27th, 2016 6:18 am

Here is some footage of our engine, we woudl welcome you to guess what engine this is.

All credits for this amazing preview to our coder.

GifenginePreview

  • CptNaughty
  • if you wish to join our team we welcome new memebers to prove themselves

Hart of the Forest – Post-jam Preview

Posted by (twitter: @stellardoordev)
Monday, May 9th, 2016 7:44 pm

LD35 might officially be over within the hour, but our 2nd Door Studio team is excited to carry on the project with our continued development of our game, Hart of the Forest.  From the beginning, we knew that our project was probably a bigger idea than the fast time limit of the Ludum Dare would allow, but the last three weeks have given us the chance to keep going, bringing our original jam submission to something that’s starting to feel much closer to the game we have in mind.  We’d love to share that with you now, to celebrate the end of the review period!

To jump right into the good part, please feel free to try our latest post-jam build at the link below:

Hart of the Forest – Post-Jam Preview Build (WebGL, early alpha test!)

Or, if you want to see the original, here’s our Original Ludum Dare Page

Controls:

  • W, A, S, D (or Arrow Keys): Move
  • Mouse Move: Rotate, move camera
  • 1, 2, 3: Shapeshift forms (Druid, Stag, Bear)
  • Z: Change Camera Angle (Overhead / Third-person)

Before diving in, here are a few screenshots, to help paint the picture:

The idea behind our game (and our implementation in the jam edition) started fairly small, and has grown into something we hope is much larger and more cohesive, in terms of both the gameplay and the story/experience.

For starters, we’ve moved away from the strictly top-down view, offering both an over-the-shoulder third person camera (with more traditional adventure/RPG game controls), and an overhead camera that will make it easier to see your surroundings (when, say, escorting villagers or the like).  This opened up a range of new visual dimensions to explore, including:

  • New terrain, with regions like hills and valleys, a river, a lake, and denser/sparser stretches of forest
  • Light and shadow effects both tree shadows, dynamic leaf shadows, and rolling cloud shadows
  • Water effects including the flowing river, waterfalls, and bridges
  • Pathways that wind through the forest, which will become the roads that both villagers and enemies follow

Put simply, this let the whole forest start to feel more like a real place, and, hopefully, someplace you could get to know by exploring it.  We picture a forest teeming with life, plants, animals, spirits and people, all good and bad alike.  (And therefore tasking you, as its protector, try to do the best you can to protect this place as things begin to play out.)

We’ve also been playing with a number of new features, many of which are implemented already (though not necessarily in this build, as we test), including:

New Abilities and Features

  • Spells, in the Druid form (including our first test spell, which locates lost villagers and sends out a glowing beacon trail, to help you find them)
  • Combat abilities as the Druid (you can test what will be our archery system by holding down left-click — pretend this is fully implemented)
  • Spirit Vision (a Good/Evil Detection system), in the Hart form (letting you detect good villagers from corrupted ones, and helping you spot enemies in the woods)
  • Combat abilities as the Bear (including charges, roars, and swipes)
  • A minimap (sadly omitted for now, as we decide how much this helps or hurts the feeling of immersion in the game)
  • Enemy abilities (including a particularly wicked Area of Effect spell by the new enemy spellcaster, which targets groups of your villagers as they follow you!)
  • Dynamic pathfinding, based on Unity’s NavMesh system, and a custom waypoint system, letting friends and enemies follow roads to their destinations.

We also have a range of new visual updates in the worlds, including an overhaul of our Druid hero (with all this new movement and action, it was time for him to get a bit younger and stronger…!), and some new enemies to face, including the new sort of “anti-Druid,” the “beast-man” berserker enemy.  See those two below:

The game certainly still has a long way to go, but we’ve been so glad to work on this while the reviews were still coming in for the rough prototype of the jam version, and we can’t thank you all enough for the kind words of encouragement!  They have kept us inspired, even through the frustration of posting an incomplete game at the end of the jam!

The concept, as we see it now, will be a kind of single-player open world game set in this one large, high-detailed forest map, where individual “levels” are comprised of objectives including (you guessed it) saving villagers, repelling enemies, and also new things such as saving or defeating good and evil forest spirits, collecting needed components throughout the forest, building up your sanctuary by bringing it new people and materials, and completing quests for the various inhabitants of the forest.

The end result is a hybrid game that we think will be a new and interesting mix of familiar ideas, and one that we’re really looking forward to playing, ourselves.

We would love to hear your feedback, and to offer you the glimpse of the work we’ve put in so far over these last three weeks, in the form of our current nightly build — link below:

Hart of the Forest – Post-Jam Preview Build (WebGL, early alpha test!)

Or, for these last few minutes, see our Original Ludum Dare Page, if you want to leave a last-minute review!  (Thanks!)

Thank you all, hugely, again for the feedback and support, and keep the suggestions coming!  It’s been an honor, everyone — and we hope to see you all in the future!

Digital monstars for a monstar

Posted by (twitter: @emmaheroe)
Sunday, August 23rd, 2015 2:49 am

Actually the game is getting fun from a different perspective. Is more like a toy, the creatures in the game are starting to behave quite funny and intresting, even when the IA is absurdly simple, the dinamics in the game create quite a lot of personalities.

For example, here you can find a fat ninja, a resistant peacelover poop guy, a very angry peanut and a lot of more… 😀 and see them kill each other makes me wonder what could happend if i let the game open all night…

lol so this is how gods feels when we are in war times :) he is souch a funny monsta

Anyway, still a lot of work to do! An other funny thing that happends is that the placeholder, now looks like an ameba, or cell or some kind of microscopic organism, but actually i didn’t do it, it was just randomstuff… but with a little effect of erosion to simulate their life bar, they become an antibody war kind arena…

 

EDIT: remember de ninja guy? well after 1 hour (or more i don’t know, but for sure is quite more), the litle bastard was still alive against all odds… but sudenly a new kind of ameba i just placed killed him! and can you gess what happend? well its imposible you do, because not even me expected this:

digievolution

this is quite scary, because it digivolved… i don’t know what a hell is going on xD and i’m his maker!!!

10 Seconds of Light Alpha 3

Posted by (twitter: @davidfarndt)
Sunday, August 25th, 2013 7:54 am

#LD48_10secondsoflight_header_alpha3

 

 

 

 

 

 

 

Rejoice! For the Alpha 3 release of 10 Seconds of Light is here!

Now with a menu, difficulty & level selection!

Almost feature-complete, jump mechanics are still wobbly, but shooting works well.

Also: first music track is finished (level 4). Next: more music, more effects, more in-game menus.

http://david-arndt.de/games/10secondsoflight/

 

 

#LD48_10secondsoflight_screen2

Licence to play : Video games kill grannies

Posted by (twitter: @@Tavrox_)
Sunday, December 16th, 2012 11:59 am

Gamers think video games are innocent and pure. BUT THEY AREN’T.

Really, and we made a video game about this : play these evil video games contaminating the tiny children out of the schools. But beware, the ESRB and PIG institutes are watching for you ! Try to spread the plague of violent video gaming before they get you. Get your video game on the hall of fame. Will you be the most evil plague ever created on earth ? Finally, a video game about being a video game. Aren’t they the best villain ever ?

 

items screenshot

The villain’s dream – first preview

Posted by (twitter: @davidfarndt)
Saturday, December 15th, 2012 5:05 pm

villainsdream_preview

 

 

 

 

 

 

The game is coming along, not quite as quickly as I would have liked, but okay for day 1.

Here’s a first preview on the look & feel: http://david-arndt.de/villainsdream/index.html

Good night & happy coding everyone!

 

Fake Sneak Peek!

Posted by
Saturday, August 25th, 2012 6:55 pm

This is a sneak peek at the game I’m making with kddekadenz! :) Actually its a FAKE sneak peek since he has the code and I don’t; I put the objects together in Game Maker like they would appear in the game.

All of this is made with Game Maker’s sprite editor (yes, that’s right)
since 10:30 this morning 😀 most of these are animated too. And theres more that I couldn’t fit in there, too

Simulated Sneak Peek

kddekadenz is doing some pretty cool stuff with the game engine, too!

edit: lol fixed your name, sorry about that

MiniLD #34 – Still working (64×18 resolution)

Posted by
Sunday, May 20th, 2012 7:15 pm

Hi all,

I’m still working on my (nameless) entry :) It’s a 64×18 shooter. Due to a family reunion I haven’t had more than 8 hrs.

You can try it:
Windows
Mac OS-X (untested)
Linux (untested)

As it’s almost impossible to play at the native resolution press the following keys to get a zoom level:
1 -> no zoom (64×18)
2 -> 2x zoom
3 -> 4x zoom
4 -> 8x zoom (default)
5 -> 16x zoom

Move using arrows

I’m using: GLBasic, Paint.net, ChordPulse, Audacity, GXSCC, SFXR.

I’m planning to release an Android version.

Best regards

Finally some gameplay

Posted by (twitter: @sirGustav)
Saturday, April 21st, 2012 8:41 am

8-9 hours in I finally got some gameplay, you can jump around with separate air and ground friction. here’s a preview gameplay: windows download and mac+linux, requires löve2d 0.7.2 (0.8 doesn’t work).

Next up is more (actual) food, some jumping/falling animations for the player and evil spikes (thumtacks) that you can die on.

Current progress

Bisca biscuits with some milk

CotC – Journey goes on

Posted by (twitter: @emberheartgames)
Thursday, November 3rd, 2011 1:42 am

With this new video preview I just wanted to point out that Courier of the Crypts goes on with the development despite failure at the October Challenge 2011. This preview is featuring new tiles for the Marble Halls thematic and ladder transitions.

 

http://www.youtube.com/watch?v=oJ82gxsyhLQ

If you like what you see then don’t forget to follow the rapid development at my blog.

CotC – Crypts only seems to be dead

Posted by (twitter: @emberheartgames)
Thursday, October 27th, 2011 3:19 pm

I’m here with the fourth dev video preview from the Courier of the Crypts but that’s not all. I’m out of the October Challenge, time run out and I still have lots of things to do. But OC is not just about the October but about finishing a game and earning a single buck from the stuff we love to do – making games. It’s all about to see what is it like to have final polished product out in the world. It’s not the end for me here, I’ll finish Courier of the Crypts, October Challenge game all the motivation I need so it’s still WIN situation.

Now, enough malarkey and let me show you the preview that is featuring 2 types of monsters, GUI (wip), and Flame’o’metter (look at the gui). I hope you like it :)

http://www.youtube.com/watch?v=eCIraH7iEI4

Congratiulations to those who succeeded! Others that are like me, don’t give up folks 😉

CotC – Burning Urns…ouch

Posted by (twitter: @emberheartgames)
Tuesday, October 18th, 2011 1:52 pm

It’s time to introduce you with the new toy that courier will have fun with in the crypts. The one and the only….”Burning Urn”!  <tan-tan-tan-tan-stshhh>

On your quest trough the crypts, you’ll find urns filled with oil. You can light them up and throw them trough the hallways. You can use it to scare lurking danger away or even burn it to ashes. Should you be scared of the darkness in the next room, throw one of these inside and you’ll know what’s there waiting for you.

http://www.youtube.com/watch?v=cltpNN5zxGc

“Burning Urn” spam is a bit of exaggeration, I know but it won’t be possible to throw those so quickly one after another…it won’t be wise anyway.

Segfault: work in progress

Posted by (twitter: @draknek)
Sunday, December 13th, 2009 2:41 pm

Once again, I seem to have made a game which only I will able to play.

Screenshot

You can play the current version online here.

It desperately needs collectables of some kind to give the game some objective. I can probably get away without much more level design, since it’s already fairly confusing with a non-massive level.

But first, I think it’s time for some food.

Woo sounds!

Posted by (twitter: @imakecoolstuff)
Sunday, April 19th, 2009 10:38 am

Sounds added, lots of cool stuff, be sure to check it out (REQUIRES XNA 3.0 redist, if you don’t have it’ll just lolcrash). it’s a ‘single player demo’: http://www.z00ttheater.com/mantis/Debug.zip Enjoy :)

Doom Runner

Posted by
Saturday, April 18th, 2009 11:03 pm

Making steady progress. The game is playable, win and lose conditions are working. Now for more touches and lots of levels.

A preview with one and a half levels can be gotten from here: http://www.georg-rottensteiner.de/webmisc/Endurion_LD14_DoomRunner.zip

It requires DX8 installed.

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