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ZappForThat

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A member registered Nov 11, 2015 · View creator page →

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Aw thanks friend!

Exactly! That's the  a e s t h e t i c  😜 

^__________^

lol thank you! No worries about the bad memory: there are no mistakes, only accidental  a e s t h e t i c s! 

Thank you! Glad you enjoyed it! Thanks for sharing the game, too! 

Thanks so much for playing & sharing! Remember: there are no mistakes, only accidental  a e s t h e t i c s! 

Glad you enjoyed it! Thanks for playing & for sharing it! 

More like Really Good Game! I had fun playing this one w/ friends, it's definitely worth checking out :)

Update Posted: PAX South Demo Prep

I've appended an update to the OP ^_^

Congrats on that greenlight! I'm really looking forward to this one

Wow, I'm loving the looks of this one. Those last architectural shots are really something. Keep it up

Wow, I'm really digging the Dangerout Dungeon cut. In particular, I like that you're using much higher fidelity audio despite the 8-bit-inspired aesthetic. I think it matches the mood perfectly ^_^

I wish I had the time to dedicate to playtesting your game, but I've gotta do the same for mine haha. Dead King looks pretty freakin' fun though, when are you expecting to release?

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Update Posted: Breaking Stuff

I've appended an update to the OP ^_^

(3 edits)

Update Posted: Quick Gamefeel Video

I've appended an update to the OP ^_^

That's probably the best workaround that I've head thust far tbh.


My only concern is that, given the nature of the media, the OP is gonna get huge. For users w/ less powerful machines or slower internet, the barrage of gifs and images might get really heavy. I don't know if there are safety elements built into the site that stagger content loading, but I haven't heard anything from the devs when I've mentioned it in the past.

Thanks for the input, I'll have to update my OP. I've been adding updates through comment only.

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Wow, thanks for the detailed feedback, it was really cool to hear your thoughts based on what you've seen. Fortunately, the design choices we're making, I think, line up nicely with the points you've emphasized. The open spaces are much more forgiving and allow for large fluctuations between high and low precision gameplay. On a more global scale the flow would generally be: flying to a structure (low precision) > understanding/entering structure(medium precision) > navigating/solving structure interior (high precision) > exit structure into air (low precision) > loop. We're taking a fair amount of inspiration from WindWaker/Shadow of the Colossus here in that both games have moments where players can reflect and observe as they move from point A to B. Additionally, because it's all player directed (the whole "if you can see it, you can go to it" thing), the oscillating gameplay intensity feels really nice. I think it breaks things up well anyway haha.

So camera and controls are things that our programmer is trying to be very conscious of. He's iterated on them more times that I can remember at this point, and each time they get/feel better. There's always more playtesting to be done, but I'm pretty confident in our controls and camera setup. I'll see if I can get a gif or video up showing off some of their more nuanced elements. Oh and we're supporting:

  • Mouse and Keyboard
  • xinput controller (recommended)
  • Steam controller
  • flightstick

We're definitely trying to craft a more relaxed experience than most dogfighters/racers/etc. I'm glad you like what you've seen so far ^_^

WOO do the Greenlight! Voting now!

thank you! See any areas that you think could use some work? I'm airways trying to improve it

(2 edits)

Update Posted

I've appended an update to the OP ^_^

very pretty glow ^___^

Thank you, we're pretty fond of the sword-wings ourselves :) There's actually a more fundamental mechanic that is directly associated to the way players will fly that I'm not doing a good job of demonstrating. I'll see if I can pull something together to demo that better.

Yeah, thanks for the feedback :)

I agree, Keeps content organized and would be a more effective timeline. I wonder if users would still be able to associate comments with the appropriate updates though. Perhaps comments could be grouped under each "top-level" post? Might get a bit complex that way. idk, just a thought

hm, I'm not sure that would be a functional devlog at that point though. I would also be concerned about bloating search results and making newer info harder to find as time goes on.

Any best practices or don't-do's regarding updating devlogs? I had initially thought to add content to the bottom of the OP with a time-stamp, but with so many images and gifs being posted, that page would get super heavy in no time. Also, removing/editing content from the OP would seem to defeat the point of a devlog so I'm a bit lost.

Additionally, when an update is posted, how would anyone know? Perhaps changing the title of the post:

  • "NameOfGame - UPDATE 12/2/15"

I've added a few more of Chris' audio tracks to OP; I figure'd you might like to hear 'em. Personally, I recommend Areal Exploration

Thank you! I'm digging the colors & feel of MYMMO too ^_^

Thank you!

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Haha, well he definitely appreciates it. Here's his twitter handle: @xGucciMac if you're big into sound, he's definitely the guy to follow

thanks and glad to hear it! I'll pass on the word for sure, have y'all worked together in there past or something?

Sounds like they'll be implementing a better system soon. There's some discussion on it above

^ I'd vote for that

Thanks for the tip, I was totally embedding all my stuff via the HTML editor. This'll save a ton of time.

It would be nice to have a more user/media friendly system though.

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Looking good! I remember seeing your level generation gif on, I think, reddit. The characters are cute & I really dig the feel of that boss fight arena. Looking forward to more!

What does the lettering on his fists say? "unclenue"?

Thank you, and thanks for pointing out the missing info. I've updated the OP with a gif showing of the Wingblades.

Our game is definitely focused on relaxing exploration, but that isn't to say we won't have creature encounters or moments of high energy. On the contrary, we think the contrast will make those moments more impactful. Players will be able to use their wings to cut ropes, attack enemies, break through walls/barriers, and generally interact with the environment. Additionally, whether by directly attacking a creature or by using the environment to their advantage, players will be able to further interact with these boss encounters/puzzles.

Looking rad AF! Nice work

Looooove seeing games make the jump from 2D to 3D. It's just such an interesting thing to adapt. What you've got looks pretty sick!

Thank you! I'm pretty excited about the new itch community stuff & wanted to make a good impression.

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**Updates are added to the bottom. Keep Scrolling**

Hey All, I'm Steve Z, one of the 3D artists working on InnerSpace:

Summary


InnerSpace is an exploration flying game being developed for PC, Mac, and Linux. Set in a world where physics are inverted, explore a setting of interconnected, inverted spheres. Each is an interior world of once-inhabited islands surrounded by water, where gravity pulls outwards, away from the center. Piloting an agile craft, take the role of an unnamed cartographer to explore the various bubble-worlds, collect relics, and encounter each bubble's unique patron deity- all in order to discover more about the universe, its history, and its future.

What it Looks Like


InnerSpace_01 InnerSpace_02

The player collects Relics like these, which are used to deliver the narrative and provide cultural insight :

InnerSpace_Relics

Also the plane is a submarine and we have giant boss creatures:

InnerSpace_03

And your wings are swords. Use them as tools of offense, interaction, and further exploration:

What it Sounds Like


Development Status


We're currently working on finishing up our second demo by the end of the year, as well as preparing for our next appearance at PAX South.

Links


Feel free to reach out to me, or any of the other PolyKnight developers, over twitter or here. We try to be pretty active and love hearing from devs & fans.


Update 12/03/2015

The last two weeks of development have been crazy, not only because of the end of the year, but also I'm graduating from Uni soon. Needless to say I, and the rest of the team, have been busy. We also had to announce ( Kickstarter update) that we would would be delaying the project a bit. We'll be releasing in May 2016. Here's what I've been up to:

Made a glass shader with distortion effects. We're using these to allow the player to look into or out of the towers. Also some may or may not be breakable ;)

A prism shader I made for our Ice world. There are a few cool things that are happening with it, but I think I'm most proud of the "fake" geo-based lightshafts. They sample the dominant light vector so, no matter the light direction, the lightshafts are always casting in the correct direction. The glass shader was built from this.

Finally, Here's a brush that I threw together last night. It duplicates geo along a spline and is super useful for making: snakes, trees, roots, tunnels, ropes, etc. It'll speed up my workflow quite a bit and we've got a few plans for it already in the works ^_^


Update 12/24/2015: Quick Gamefeel Video

A quick post showing progress on the 'gamefeel' and one of our primary mechanics: Stalling.

Think of it like drifting a car, but in the air. Stalling lets players make super sharp turns and helps navigation in tight spaces. The player is able to move in one direction while aiming the plane in another. As the plane stalls out it also charges a boost which, upon button release, launches the player in the direction they're looking. I'm not a video editor; you've been warned:


Update 1/3/2016: Breaking Stuff!

Happy 2016, I hope this year is a productive one for everyone. The PolyKnight crew and I have seen a lot of progress on the player-driven interactions. To be honest, one of my biggest fears is that players won't enjoy the gameplay as much as the visuals or the idea. With that in mind it feels particularly nice to make as much progress on that front as we have. It's really starting to feel like a game

Development Updates:

Here's a recent addition (as in I just finished it and couldn't wait to share). It's an example of a more intricate interaction than I've shown previously.

Along the same lines as above, here is some destructible glass:

I've also begun work on blocking out this statue:

Very VERY WIP, but I'm looking forward to logging my development of it here. The concept art was done by the excellent Eric G. He's our concept artist, level designer, and general idea guy; you should definitely give him a follow if you haven't.


Update 1/22/2016: PAX South Demo prep

I've been in crunch mode for about a month now, jamming on getting the PAX South demo ready to go. Lots of progress, lots of good things, lots of work. Here's some stuff:

Finished this guy:

Made a world-space oscillating shader. Allows for smooth movement in the more organic models without adding actual animations. It's great for simple cloth or adding "rolling wind" to trees across a landscape. This coral uses it for movement and bloom:

Relic collection is pretty essential to the experience. Each relic has a form of interaction and helps players learn more of the lore. Here's a mostly finished one. (I want to save the interaction results for those who play the game ;) You can see the oscillation in the grass/embers too.


I spent a day getting out marketing material together for the Steam and Humble Storefronts. Here's the cover image:

We updated our website, made progress on the demigods, and are building our booth for PAX South:

Anyone else going to PAX South? We'll be at Booth 17084.
It's gotten a bit quiet around here lately. While this post seems to pull a good amount of views, comments have trailed off. Are Y'all having the same experience?