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DevLog about "Life in space - and how to get rid of it"

A topic by jppresents created Dec 19, 2015 Views: 4,680 Replies: 28
Viewing posts 21 to 25 of 25 · Previous page · First page
Submitted

I had a friend playtest the first level.

Based on his observations I changed some stuff, mainly no longer can you can uneven amounts of action points. - Because that would mean you have to walk 1 tile each round, or end the round by clicking on yourself. (because shots cost 2 points.) - So now every upgrade to AP is 2 points at once.

Also some smaller stuff was found, like dead enemies were hiding upgrades under their bodies (now the upgrades are rendered over dead enemies).

And to better show the goal of each level, I added a teleporter device that you have to get to.

Other than that I finished level 2 monsters, started level 3 .. I still plan to release 6 levels.

Lot's of playtesting involved to find the right enemy strengh - for that I added a mode where you walk much much faster :)

Here is another level editor screenshot - with the teleporter level end point.


Submitted (1 edit)

All my levels are done.

Tomorrow I will write the last mission control texts and then it's done.

I plan to publish to itch.io tomorrow night and then have a nice and chill weekend.

(Maybe some bug fixing, but it looks good so far.)

Here are all 6 levels:

http://imgur.com/a/NKMXS

The last one should be taken as a thank you nod to the great lib we are given :)

Also: the last one has no health packs, it's you or them, no healing :)

Let's see if anybody can make it there and back again.

Submitted

I optimized my menu buttons.

Before I was using modified default skin buttons - but they only have a 1 pixel border.

When downscaling the menu, the border was sometimes lost. It didn't look good.

I have now made my own 9patch buttons, that are packed via texture packer and loaded via the skin.

Result:


Still not perfect when downscaled, but they work better :)

Submitted (1 edit)

I already had the first version posted to itch.io...

... when my wife suggested we do the audio recordings for the "mission command" radio texts.

I had already scrapped the code (but that was back pretty quick, thanks to git) and we did it.

She recorded the messages, I removed the noise (cheap mic headset) and edited the sound a little. Then I cut it all up and converted to oggs.. and now there is voice acting in the game!

Give it a try here:

http://jppresents.itch.io/space

PS: I had a hickup (took me 5 uplaods to itch.io to figure it out) that the game wouldn't take any keyboard input when embedded on itch. The solution (I got it from the index.html of sanoke's jam entry) was to put window.focus(); in the index.html within the handleMouseDown function.

Submitted(+1)

I have made a making-of timelapse for my game (it does have voice over comments):



It shows most of my development (except when I forgot to turn the tool on ;) )

It consists of 4572 screenshots - one was taken each minute.

So that means it took me about 76 hours to make this game.

Viewing posts 21 to 25 of 25 · Previous page · First page