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mutantleg

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A member registered May 03, 2016 · View creator page →

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I'd like to recommend this article on how Flight of the Amazon Queen was made, it details some simple but not so obvious tricks:
https://www.gamasutra.com/blogs/JohnPassfield/20150601/244740/Making_of_Flight_of_the_Amazon_Queen__A_20th_Anniversary_Retrospective.php

Intriguing.. so it was a sleep based experiment all along?
Hmm.. I guess considering my bizarre sleeping habits i should play with my own games more often..

Glad you enjoyed it!
(also offtopic protip because i recently found this out myself trying to make trailers and stuff:
you can use Streamlabs to record gameplay videos for offline stuff without streaming,
its tricky to set up for some games but it doesn't leave an overlay like bandicam does)

sure thing, ask away (you can email me at mutantleg(at)gmail.com)

Looks good so far, i'm looking forward to playing it (it already looks more advanced with the sloped walls)

Premature optimisation is something everyone suffers from (it always starts with being smart, thinking ahead to make your life easier
and then the opposite happens).. and to make things worse it goes hand in hand with feature creep
(LAB is also a victim of all of these, the flash one has a full software renderer written from scratch .. because ironically it was faster to use the flash triangles than making a raycaster .. not to mention it actually supports taller levels and jumping, i just never ended up using it )
Anyway, In the end projects get finished by sheer persistence over time so don't worry about it

Btw there is quite a large amount of Wolf3D mods out there (i cannot think of any on top of my head to recommend right now, but there are many)

I'm intrigued and humbled by your obsession of this game (though i can recommend a few more better ones if you want me to)

Thats just how steam works i guess, you end up grabbing a lot of games you don't really want just because they are on sale

The lack of extra content is due that i actually suck at making games (or at least very slow at it, this game took me forever to make)

Glad you enjoyed it!
It takes me forever to make levels (so only in the very far future)
Nah this is what you call a freeware game

Glad you enjoyed (and still enjoying) it!
Btw you might want to try out Blake Stone as well (it was one of the main inspirations behind this game)

that is easy: there is a hidden weapon 6 in it
(everything you need to find it is before the hallway with the mosquitoes)

glad you liked it

Just a short update (i really have nothing better to do)

In the past few days i tried to make a voxel based editor .. but so far it's an utter failure
Back to the drawing board.. 
(what is even happening, this was supposed to be a micro-project O_o)


(1 edit)

I feel like i should remake the map i made completely but with a radically different approach
 here is a list of the (major) things that went wrong with the project (so far)

 
the maps are made with CSG-ing boxes together and later editing the geometry
but his has led to a lot of errors that often went unnoticed


also all the rooms are made separately and connecting them together was more difficult than expected, i thought it would be easy just by adding
these little gate models to hide the errors but it didn't work that well


I only got one real puzzle in the whole game but even that was trouble: because you can shoot through water
you could destroy the cork from the shoreline easily so there had to be a a little house built around the thing
which then made it hard to find the cork and made this puzzle way more confusing than it should be


there is also plenty of feature creep, there are only 3 icecubes in the game
but during prototyping it was made to be allow more than hundreds
of these in different sizes
(the physics are simple though it's just a sphere masquerding as a cube)


there was also trouble with the final puzzle, your basic crouch allowed you to go through very small holes and the final one had to be very small
so only mini Lara can fit through (the giant arrow sort of addressed this problem in the end)


even the final puzzle had problems: if you destroy the box the mushroom just stays up in the air


it comes down with some persuasion in the end (notice the bullet holes on it)  making this one of the lesser problems (a classic case of it's not a bug but a feature)

Thank you for your kind words! 
(I'm afraid it's more of a question of energy than time though)

(1 edit)


With the deadline extended (and now being capable of using other orifices than my mouth to breath .. not counting my nose yet) i'm back in the habit:
rewrote how the light is calculated, previously it just picked up the light from the lightmap
but now it actually takes the lights position (up to 4 lights) into account  for vertex lighting (previously it was  a single fixed directional light only)
in the end it looks nice but the the difference is hardly noticeable

.. also smoke is now affected by light as well

No worries (it's not really worth anyones time imho i was just glad to have something  "finished" ) 
(only thing i'm worried about if the sound is broken for real)

sure, what you need help with?

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Sure thing, I added the .swf only version to the V2 page:
https://mutantleg.itch.io/lab (labv2_download.swf)

Sure!

yea (its the same account afterall)
thats strange there supposed to be sounds (and underwater ambient)

just shoot the giant plug (you only need to stay iron long enough to do that)

I'm cutting down the game to a single map to have something to release
so now it's just introduction, single puzzle and ending .. not much of a game
It's at the stage where everything that can go wrong goes wrong ..
and it seems many things i worked on won't end up in the final version .. another victim of feature creep.. oh well

One puzzle solved the fish are sure glad about it

At the goal of your quest .. the smoke looked nice but the fillrate demand could bring any known videocard down to it's knees so it was cut to be less dense...

.. but there is still enough smoke to obstruct the exit from the room -- maybe I should put up a giant sign here (?)

my kingdom for a decent lightmapper

So I realised I need to make maps as well.. (darn this would have been funnier if i announced it on the last day.. oh well)


Anyway one thing i noticed is that often map design comes from neccessity
E.g. in this one I wanted a simple concept: you need to drain a pool to access a switch

And to drain the water you need to get rid of a plug by shooting at it
(but you cannot shoot or use switches underwater)

So to shoot underwater you need to turn into Steel Lara (when in doubt just st- borrow from Nintendo)
and just walk on the bottom of the pool shooting stuff
Now the problem is that in this form you can just walk over the switch and push it
And to solve that first the Steel powerup is time limited and there needs to be some extra wall added
so you can walk to the cork and blast it but you don't have enough time to reach the switch

(1 edit)

Introducing mini lara

Played around with the animed skeleton and came up with this .. 
obviously she is not strong  or heavy enough to hold the uzis in this mode
so the recoil is used for flight

oh dear..

don't mind us, just doing some stress testing..

we replaced Lara's gun with one that shoots fishes: let's see if she notices!
(1 edit)


Postponed my battle with the camera for now and decided to use the non-smooth one
after 'studying' some third person games it seems to be the most common one (and least frustrating)
Also added bullet shells (thing is you got infinite ammo .. so where are they  coming from?)
Now to add something to shoot at..


Making a splash..
recently  rewrote  how the water is handled and rendered .. and it's good enough for now
still  got issues with the camera: it can be either smooth and go out of the walls
or be strict with the wall distance and seem too fast


Phew..  remodelled and retextured the main character  ..
 experimenting with some egypt themed setting .. and by that i mean an empty room with yellow bricks

I'm still at heavily on alpha stage with this (engine and character movement is  done, there is saving and loading.. only things missing are the maps, textures and enemies ..  only the things that would make it a game) and for now just collaged some screenshots together to give an idea on whats it all about

W A S D (or arrow keys) and X Y Z

well that's the thing: you have to do now because you overwrote your save

sort of,  i  mean you got it down to the last room in that save :(

oh no why did you overwrite your save in the end? :O

You're almost there, mantises are a lot easier when not in an open area (and there are only three of them this time)
Anyway the latest version might help a bit if you got framerate problems as i rewrote the rendering in it (just copy over the config and save folder and you are good to go.. that is if you want to try it)

Nice! (some foreshadowing: I already feel bad for making 'unknown' )

That was intense O_o  (i kinda feel bad about overpowering them so much)
(So the new version didn't worked after all? )

Check out the new version where they are reconfigurable: https://mutantleg.itch.io/lab-v30

No worries, in the meantime i added a new patch that might make it easier
(it should be compatible with old save files)

Uhoh, i guess i made the mantis too tough after all.. 
but there is no trick or puzzle they just have a lot of health

Yay!  Glitches are on me this time, the flooded lab didn't add the water .. i better patch that.. (as soon as i figure out why that happens that is)
Anyway,  the health counting down is another one of those fps tropes im so used to it never occured to me it wont be obvious (it counts back to 100 if you got too much,  you are not poisoned or anything.. but then again you are eating sandwiches off the floor so who knows)