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Spaceboom

A topic by A. Lamprou created Apr 27, 2020 Views: 249
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Spaceboom

On the way to 0.3 and a bit more!

It took me way more than I expected to get to that imaginary milestone of 0.3 that I envisioned. Not because I didn't put enough work into it, but because I put more than it was needed. I know I have said in the past that making things work is my primary concern, but once I got to the point I realised I had it almost sorted out I started working on things that had me thinking for a while. Visual aspects of the game mostly. I had been eager to get into working with the visual improvement of Spaceboom for a long time. I hadn't done anything though as I had prioritised things in a more practical way. Since I had the chance to start working with this aspect of the project, there was no way out of it. I will not come out with an update that the already visual improvements are implemented to half the stages. So I will drag it as far as it needs, though I know it is very close, before the next update which might as well be 0.4!!

Below are some screenshots of the current state of the game. What you see is not what the current Spaceboom Demo version 0.2 (April 27 2020) looks like!

Main Menu + New Dynamic Skybox

Map List : Each stage layout will be shown here so you may recognise which stage it is, beside its name.

First there was a tutorial, Then an over-written part of the game explaining more than needed. Those are finally eliminated. In game Tip areas are now active. Use them if you feel like it.

Post Processing added in the settings menu. Basic PP profile implemented globally. Dynamic PP changes will be used when entering specific areas, or under certain conditions.

There have been  few changes to the current stages, like reordering, objective time limits tweaking and button timers recalculated, etc.