Tag Archives: run
There were a lot of ideas (good and bad)… We played around with concepts like “being hunted”, but decided on “being the hunter”… The final concept was between the winner below, and a game where the player fought Dr. Who-esque “angels” using a flashlight to immobilize them and a shotgun to kill them… The idea […]
Well, we’re will start our participation on the Indie Speed Run in a few minutes… You can follow the development here or on twitter (@shadowcovenant). Since I like pictures, here’s a picture of what we did last year, before we tapped out! Let’s see what we get as a topic: *drum roll* HUNTING / SILVERWARE… […]
After almost 34 hours of actual work, we’re throwing the towel… Loads of small problems kept us from creating this game… our megalomania, the tools weren’t as mature as I’d hoped for this kind of thing (and because it’s part of a big framework, it’s a bit unwieldy)… The art was well on its way […]
Well, this is a broad statement… art is going very good indeed… Code, not so much… The SurgePlayer wasn’t ready for this type of “intense” competition… there are still loads of things that aren’t working properly in the system, and as such, I loose a lot of time trying to get it to work properly […]
We started early today and managed to do a ton of things already… Rincewind finished the player character, a forlorn spirit of sorts (with a particle system, because they’re awesome!), and we managed to build the portal system, which will transfer the player from one playfield to another… I’ve written the intro, which is harder […]
Well, the progress wasn’t overwhelming in the last 9 hours or so, but it’s almost 5am and we should get some sleep… I’m starting to do silly mistakes! Anyway, we have the first scenario (which acts as a gateway to the rest): I also have the cutscene and text system (very simple stuff, no […]
These first hours have been very productive, but progress is slower than I wanted… At least, we already have some character movement (with placeholder art while Rincewind finishes off his stuff). Character can be controlled with the mouse (for heading) and walk around with WASD (or arrow keys)… He can also jump around. Collision detection […]
And the themes that was allocated to us was “Forgiveness” and “Message in a Bottle”… And I was feeling like doing a space game! Anyway, we’re already bouncing around… We’re going to do a 3rd person adventure game (hard in 48 hours…), in which the player will have to right some wrongs in the past […]
Since I haven’t been able to work in games lately (been too tired to get home and program), me and Rincewind decided to take part of of the Indie Speed Run to get rid of the no-game-dev jitters I’ve been feeling… It’s a competition for a team of 1 to 4 people to develop […]
…of which unfortunately I couldn’t make a video of… For some reason, my FRAPS stopped working on my modeler plugins, so the videos for these will have to wait until we can add the character to the actual game (which will only happen when I finish the mechanical aspects of the RPG system and we […]