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A member registered Jan 14, 2020 · View creator page →

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You can use in browser through the link. Having issues packaging the HTML at the moment. Hang in there, I'll get it lol 

TDD community · Created a new topic Update 6/20/25

Dev is still in full motion. I haven't updated much here just yet. Won't upload a new build until the mechanics are ironed out. The guns now shake when firing and there's a new menu for selecting a loadout. Multiple weapons are in game, but I'm still working on weapon swaps. the graphics may be overhauled too. We'll see on that.

I didn't update the build on itch today, but I've reorganized the code for the shooting mechanic. Took ALL day, and it's only a few lines. That sucked. I planned on working on inventories tonight, but I'm beat. Hitting the hay. Starting inventories tomorrow. Then I'll be moving on to the weapon swap system.

Added mobile support in the upcoming build, BUT, having an issue with the camera rotation. I also don't know if the mobile controls work with multiple players yet.

Let's do a rundown of what this game is. We'll focus on the multiplayer side for now. But essentially, this is a first-person co-op shooter. You and three other mercenaries will embark through the dangers of the Necro System. Each planet holds different enemies and other hazards, and your play style will have to adjust for such. For example, one of the planets has magma rain. You'll need to make sure you take cover. Running through the rain will hurt your character. There's also issues with stuff like venom. You'll need to locate antivenoms or make sure to bring enough from the gear loadout screen to make it through certain places. 

The singleplayer campaign is 9 missions long. These are not short, especially on harder difficulties. There will be voice acting and cutscenes as well. Currently, the campaign is expected to only be for solo players. I don't know yet if I'll work something out to let other people join in. We'll see. Being that the campaign will not have the hub ship (you just play through the levels; you can choose to return to the menu after each level or go straight to the next), the access for the lore database is on the main menu. Just wanted to note that because in the next mode I discuss, I bring up that the database is accessible in the multiplayer hub.

Multiplayer. Same thing as singleplayer but take out the cutscenes and most of the voice acting. It's meant to be a little more generic. You can play any of the levels, and there will be a hub (it's in the current browser build). While the hub is currently planned to be absent from the campaign, in multiplayer, you can use it to select the weapons you want to take into the field, view a lore database, or choose the level you want to play (if you're player 1/the host).

Before I continue to the final mode, I want to talk about the difficulty system as it affects all of the above modes. There is normal mode, survival mode, and nightmare mode. No easy mode, sorry. The main difference between normal and survival mode is that the enemies will be faster, have higher health, and spawn in greater numbers. The idea is that you and your team will have a faster pace. But you can still find health, ammo, and other pickups throughout the levels. Nightmare mode. In the previous difficulties, you will be able to pick up health and ammo in unlimited quantities, and it's fairly easy to locate what you need as you and your team move forward. Nightmare mode will cap your medpacs and ammo and you will rarely find more. Like the arena survival mode below, you will be able to locate a randomly placed radio on occasion, but it's possible it might spawn back at the beginning or at the very end of the level and you will have to wait a little bit after using it for a supply drop. Supply drops in survival are not guaranteed because of the radio requirement as it is, but it's also possible you will have to protect the dropship that is summoned from the environment (or it can be destroyed by stuff like the magma rain, careful where you summon it). Nightmare mode is the mode that I want players to experience the most. It's meant to be extremely difficult even the first level, but it's the most realistic. Normal mode is also cool, though, as it will be less tense for those of you who want a more casual playthrough (my favorite games are Fallout 4, Fallout 76, and Starfield, I get wanting a more relaxing and casual experience, haha).

A second multiplayer option will eventually be implemented that is arena survival mode. The maps will be more arena-like and the goal will be to survive as long as possible. You'll be able to earn credits that can be used at a medical drone or ammo drone for boosts. Periodically, IGA dropships will pass for a supply drop in earlier waves. Later waves will require you to call in the supply drop with a radio that will spawn in a random location.

Deathmatch mode. Easy enough. You can play a free-for-all, or you can do teams of 4. Careful in this one. You're up against the inhabitants of the Necro System as well. I may also do a few different "versus" modes, like capture-the-flag. I'll consider this in the roadmap I'll be setting up on Trello.

Weapons will vary. It's not about "I need this gun because it's the most powerful in the game." You need to choose a weapon that fits how you want to play. Maybe a shotgun because you like up-close-and-personal fights. But maybe you'd rather mow hordes down with a fully automatic rifle and not risk your health (especially in nightmare difficulty). The weapons will be balanced. To say one is better than another is a skill issue. The only exception is the base pistol everyone starts with. You can of course change your gear before starting out in multiplayer, but if you forget to, you'll at least have a Reaper pistol (Reaper's a manufacturer in Incursia) which will have unlimited ammunition (still need to reload it). You will be able to find weapons scattered across the map as well, so changing on the fly is possible.

Mobile support. The current build HAS the functionality for touchscreens, but I have yet to implement everything.

Target systems. PC and Android. Sorry, Apple users. I have nothing against your devices, and I will release a side-loadable version for you guys, but this game will not hit the App Store. Android users, you'll get it eventually. PC users, you get it first through Steam. Now, the build that will be on itch.io permanently will be playable across any device in browser, HOWEVER, the number of modes and levels will be lessened. What will be here in the future is the demo. I will of course add the final release packages for purchase so you can get them here instead of Steam, App Store, and Google Play.

I've offloaded a stupid amount of information to you guys. This is my first game that will not be published with Laughing Matter Studios. Once complete, it will be going off to a publisher I've been dealing with. No due date. But I'm working as fast as I can to get the demo finished out, then I can get this puppy up and running for real.

TDD community · Created a new topic It's An Incursia

I dunno. Dumb first post for the forum. This will be an Incursia game. The first full game, actually. Expect multiplayer to be a heavy side of it. Single player campaign, multiplayer mode, and eventually, more modes, I'm sure. I'm accepting help if anyone wants to, but I don't have any funds to pay for aid. I am uploading the game in it's current form, but please understand there is NOTHING past the menu yet. Multiplayer lobbies work, but you may need to enable popups. I don't believe you can see other players yet, either.

If you're seeing this page, nothing's out yet. Just setting things up.

This will be worked on for a long time. If you see a download for the game, try it out. Off and on, I'll be working on it over the course of the next couple of years, along with a different project: IDM.

Thank you!

Many thanks!

I just felt like getting more involved with the community this morning. What were some of the take aways from this jam? While not my first game jam on itch, this was my first with GDev, and it was a major challenge. I worked with Unreal for years and while SOME things are easier, most mechanics are a major challenge for me (and I LOVE a challenge).

My main take away is that I need to really dig in and get a better multiplayer understanding, and the same goes for pathfinding. But I did learn a lot about ownership of variables and objects and how those relate to each player. Pathfinding seemed like it was going to be a quick and simple process...I was wrong, haha! But it's something I'll be working on extensively following the jam's voting phase.

Another thing I have never done in any game was use tilesets. I've always worked around it. The first two games I ever made (in GBStudio, fun fact) would have been SO much easier if I had just created a tileset. I knew about them, but felt like it was too much extra work, but all that did was...create extra work. Tilesets made things so much easier and I already started looking at how to do 3D tilesets for my next game.

Speaking of, my next game is only possible due to everything I learned during this game! Shooting, healing, variable ownership, etc. And bringing it all together under a multiplayer scope! Even if my game didn't do so well, I am so happy I jumped in and partook in this jam. I cannot wait for the next one! I haven't gotten a chance to try out some of everyone else's games, but I'm heading off to do that now!

Is this compatible with GDevelop's multiplayer events? Working on a co-op first person game.

Thank you!

Yeah, I definitely need to work on pathfinding. But glad it ran for you! Everyone's given me so much to focus on after the jam is over, and I can wait to start tweaking it!

Good to know! Added to my notes! But glad to hear the multiplayer is working! I realized too late that multiplayer implementation for a game jam is not easy to knockout, haha!

I'll take note of this. That's a great item to review after the jam is over. Thank you!

I honestly needed this comment. Like, is this a game to continue devving after the game jam? And this comment makes me want to do just that! Thank you!

Yeah, I'm starting to think the same. At least for some systems. My laptop and phone have no issue on Itch.io, but other people are still having issues with it. Which is weird. There's something different from what I'm using, but I just don't know. It's the part I'm frantically trying to fix 🤣

Glad you were able to play! That popup issue is definitely weird. Sounds like I need to find tune the lobbies. I think I have a way to fix that issue. But thank you for the feedback! I never get feedback! So this gives me a chance to do better! 😁😁😁

There should be a window that pops up so you can login via a gd.games account. Of course, you are welcome to play as a guest. But because it's a popup window, it could be obstructed by any sort of popup blocker. I just tested on my phone and laptop and it's good on my end. Please let me know if it continues to have any issues. I'm reviewing the code now. I want to make sure it runs right. 😁

When we restart the project, for sure. There were a lot of issues in the blueprints that were far too messy. We had to pretty much scrap everything so we could focus on other projects (animating a web series now that'll also have a video game). The target for restarting development for this is next summer. 

That was the bare bones Lyra AI from Unreal. We never got around to modifying it unfortunately.

Thank you so much!

I don't have to time to finish the full game at the moment. Working on animating a few series for the next year just about. So I wanted to release this in hopes to get as much feedback as possible, good or bad. I want to elevate myself as a developer. I don't want to be releasing subpar content. I want to release GREAT games. The only way to get better is to keep going and listen to feedback, right? So, I released Shadows of Verdara in it's current state.

DISCLAIMER: There is purposely an audio track being played at 16 Hz. This is to induce a psychological fear effect in real life using a concept called "PSYCHOACOUSTICS." You have been warned. PLAY AT YOUR OWN DESCRETION.

You awaken in your home. The only sounds in the night are rain drops pounding on the roof of your dwelling...and the wretched hissing of invading trappers. You hope to find other survivors, but regardless, you need to escape the walls of Outpost V-I and travel to V-II. The night is going nowhere. Verdarian storms never cease. You have no options. Survive.

https://laughingmatterstudios.itch.io/shadows-of-verdara-demo-or-is-it


Are there any plans to implement exporting to .exe or .aab? Would love to be able to re-release a game I built in GBS 1.0.0 on the Play store.

Thank you! It gets really scary trying to grab that middle dot! Timing is key! Glad you enjoy it! 😁

Thank you so much! Glad you enjoyed it! 

This is resolved. There are currently no issues to our knowledge.

Sound effect added to gun reload.

Boss, it's resolved! 😁

There may be an issue with the final mission of returning to the Frosthopper.

Suggestions are welcomed!