Tuesday, June 24, 2014

Sunday Dev. diary - Kraken squad introduction

Hello again my friends! Im a bit late with the update(again) and im sorry about that. Flu got me during last weekend and after i finished what i wanted to on the game i setted my self on the couch whith xbox controller in my hands and did not wanted to do anything else.

However it was a quite bussy weekend. While i drawn sprites for kraken squad members(introduced in video)during the week i ve got weekend left for their implementation in to the game.
So whats new? Minior change is that ships now spin a little while going sideways and thats really great. Its just few degees but the ships feels much better becouse of it.
Now to the major addition. Your wingmans were added and are aviable for command. Lets talk about them for a while.
To your left is Warthog torpedo gunship. It rapid fires torpedoes adding significant damage output and its great companion when overwhelmed by smaller enemy ships as torpedoes have aoe effect. You call warthog in, he stays on the screen firing for 10 seconds and then he flies away, recharging his cooldown.
To your right is Wraith support vessel. His main ability is to rapid recharge your shield energy so you ussualy call this squad member in after taking a hit. After Wraith arrives you ll see small blinking energy lightnings emiting towards your ship and most importantly you ll see your shield energy rapidly increasing until your shield is ready to absorb another hit.
There is one more lets say "mechanic" tied with your wingmen. As you know your Orca have two torpedo shafts. You fire torpedo and it takes 8 seconds to reload. One second after firing first one you can fire second one and it starts reloading as well. However if you have wingman or both on the screen amd you fire torpedo while both torpedoes are ready to launch they fire additional torpedoes as well. But! Only if you got two torpedoes ready. This limitation was added becouse i want to reward players who plan usage of special weapon like torpedo is and let them benefit from it. While players who just mash torpedo button like psycho ll probably never get the extra damge output from this ability.

Thats it for today! Hope you ll enjoy the trailer and as demo release is comming closer every day wait for next dev. diary as there ll be some game balnce changes and tweaks to make playing this game as enjoyable experience as possible.

Thanks for reading!


Sunday, June 15, 2014

Sunday Dev. diary - dev. update video

Hello everyone! A lot of happened since my last update and summary of everything can be seen in latest trailer.

The most important addition to the game is the music. I spent dozens of hours looking for well fitting soundtrack at affordable price. I found a lot of, sometimes even free musical pieces but none of them suited the gameplay well. I was desperate, but determined and when i came to conclusion i ll have to score the game myself.

Then, I found what i was looking for. One man project called Develop Device whitch fitted the game really good. I contacted the artist and to my surprise, in less than twenty minutes i got reply stating that hes interested in providing music for my game. Another surprise was the guy lives in the same city as i am and when it turned out he lives next street, we met in person and sealed the deal.

There are another additions to the game since last teaser as well. I ve been focusing on drawing more enemy ships as i want to introduce new types on each mission and made backgrounds for two new levels. 

Right now im starting works on details and additional features, for example enhanced torpedo animation as i want to give player feeling he fired powerful weapon when he fires one or another nice example can be carrier gunship. Its enemy ship whitch launches smaller craft whitch targets players ship slowly, but then ignites engines in attempt of suicide attack.

I belive all these little things matter as a pieces of puzzle and its my challenge to fit them together to create enjoyable experience like i remember from old arcade machines in front of my former elementary school.

Dont forget to like games page on facebook if you want to support it! 

Thanks for reading & watching and see you by the next update!

Monday, June 9, 2014

Sunday Dev. diary(again on monday) - Soundtrack

Sometimes you are looking for somethink all over the world, checking most unprobable places and after hours of seeking for perfection you realize you had a hiden gem right under your eyes whole time.
But lets start over and explain everythink. As you know i ve got trouble finding well fitting soundtrack for Awaken and spetn dozen of hours by listening to royalty free tracks aviable online, then after realizing i ll probably dont find what im looking for i repurchased some of my guitar recording equipment and decided i ll have to compose and record the songs for a game by myself.
I knew i wanted to left music as a last thing on "to do" list, but i needed at least somethink i could use in game teasers so i spent last week practicing my guitar play and trying to compose well suiting score. My desperation grew even bigger as i did not played guitar for five years(and belive me, right hand really hurted trying to perform modern metal riffs after that long break)and ideas were not great either.
Dont get me wrong, after such a break my brain was fresh and notes came from it nice and smoothly, but its hard to pretend metal/djent feeling while its not in your hearth. And when i woke up in sunday to give this whole thing another try i realized pretending is not a way to go, however i knew i can not use my musical ideas for game as they do not fit.
I started browsing bands and found a hiden gem, and to my surprise the person i found lives in same city as i am. Then it was quite quick, i found his facebook page, sent him message asking if hes interested providing track for a video game and in less than twenty minutes i ve got positive reply. After chatting over facebook we found out we are neightbours and signing a contract about providing tracks is now just a formality.

Right now you can listen to example of "Develop Device" to get a idea what kind of score the game ll have. Belive me, i checked and it fits the action perfectly and even enhances the game experience. Listen for yourself and if interested you can check artist web page as well at: http://www.developdevice.com/

A lot of other work happened as well and as we are going to solve all formalities during this week. Expect storm of news next sunday. Thanks for reading!

Sunday, June 1, 2014

Sunday Dev. diary - New levels and enemies

Hello and welcome to another dev. diary entry! After couple of weeks when i was just running in circles and not getting any ideas, I was fortunate enought this week to move with the game progression forward by drawing bacgrounds for two new levels and a new enemy ship whitch parts i used to create smaller variation of it, as im trying to make a maximum possible use of every piece i draw for the game . Im trying not to overdo this recycling and i think having two variants of each enemy ship can not hurt if there ll be plenty of other complete different kinds. 
On the picture included you can see the bit of new level and enlarged alien frigate. Lets talk a bit about new level for a while. It ll be game third mission and i wanted to change a theme a bit. I decided to use hexagons as they look exotic enought as in this level player ll be at the gates of alien city. I wanted to use somethink completely different couse in first mission, we have abandoned mining station, in second mission we are descending through huge mining schaft as it seems to be the source of alien infestation, and finaly in the third mission we ll see what miners have run in to. I had to change theme totaly as at this stage we ll enter part of whitch neptune colonists did not know about and everyone tought the rocks on the bottom of neptune sea are the real bottom. I ll not talk about the details for now as i want to leave them for level intro ingame so i hope screen ll be enought until next ingame video.

New enemy ship have simple design, not supposed to do anythink special on screen, just to add variation among ranks of enemies. Originaly i tought every level ll have complete different set of enemies, but i have to admint im giving up this idea as it would cost a huge ammount of time and not making any significant difference. Becouse lets be honest, who have time to observe details of enemy ships while playing any bullet hell game? Instead of unique set of enemies for each level i decided there ll be like 4 new enemies introduced during each mission + unique boss. That combined with different backgrounds ll hopefuly be enought to avoid repetetivenes and provide enought challenge for players learning few new bullet patterns in each mission.
Thats probably all i wanted to say today, so i would like to thank you for reading this and see you by next entry!