Monday, August 25, 2014

Monday dev. diary - New UI

Im back! And im back with another update! Game is through 4th major change and this time it was changing the screen orientation and reworking user interface as those two issues are tied together.

Screen orientation

I have decided to change the screen orientation tuesday morning last week, as whole night i heard voice in my head telling me to do so;-)I know its funny, but I heard the voice becouse it was the question i ve kept asking my self since begining of developement, "horziontal or verical?". I chose horizontal at first as my favourite shmups have horizontal screen orientation(tyrian, raptor, jamestown), and i did not wanted to think about how to make vertical screen properly. The choice was fast and i did not really thought it through. While I still think its possible to make veritcal shmup with horizontal screen orientation i learned its much harder when it comes to design enemies, waves of enemies and bullet patterns as lack of vertical space is really limiting not really giving player enought time to react to the threats on screen.
Thats why i decided to change orientation to vertical and been really surprised how it affected the gameplay(more about it next week).

New weapons

Yes! All the basic weapons(unlockable by playing storyline campaign) are now implemented and working. We have laser cannons, beam laser, plasma accelerators, wing mounted laser/plasma pods and additional drones. Laser weapons ll be loved by players who like having strong forward punch as they are offering damage output concentrated in front of the players ship. Plasma weapons are quite oposite as their damage is kind of spread in the conical shape. Or if you are undecided you can combine pieces to fit your needs.

These weapons are "BASIC", what does it mean? They are unlocked by completing missions during storyline campaign. And upon completing campaign you ll have all of these aviable. It does not look like there is wide variety of weapons especialy when considering you ll want to stick to tier 2 variants after 3 missions, but storyline campaign is kind of "gear up" part of the game. Upon completing you ll unlock set of single missions designed for fully geared ship and you ll be able to unlock another specialized pieces of weaponary by playing them and collecting achivement points.

This and a short coub video demonstrating new UI(still work in progress)is all i wanted to show you today, but expect more during next week or two as im planning to finish ingame fitting screen where players ll configure their ship. New shield mechanics ll be introduced and hopefuly complete second mision of the game.

Thanks for reading and see you next monday!

Thursday, August 7, 2014

Public alpha NOW aviable!

Hello everyone!

As i promised the alpha version is finaly here and aviable to you! The  game evolved a lot since begining and its very early flash demo and i hope those few dedicated fans of this project ll appreciate the effort i put in to the game. 

Now, 6 months after the project started the game is in the stage when it needs you, players, to check for all the flaws, let me know what you like about the game and especial what you hate about it.

The core of the game is finished, and i allready know many things ll have to change allready, but this week i said stop, lets release the thing as it is, as i would be delaying the release all the way until full version if i ll have to implement all my ideas in to it first.
Anyway, hope you ll enjoy game first mission, and ll get all 3 achivements! You ll command Orca submarine with basic loadout. Armed with old fashioned laser cannon, cyclone torpedoes and 2 gun drones in its dronebay. It does not sound like much but as Kraken squad commander you are never alone and your backup consist of warthog torpedo gunship and wraith support vessel.


Call the Warthog in(Q key)whenewer you feel cornered as having a buddy rapid launching torpedoes towards the squid ranks never hurts. However the Wraith(E key), even its fire power is quite limited can be even more important as its equiped with remoted shield transfer array and can rapid recharge your shield to the level when it can absorb another hit. Or you can even call in both at the same time to create diamond formation and clean the screen of enemies. 

Hope you ll enjoy the alpha and please, let me know your opinions as they are all that matters right now if i want to create a great game!

Game can be downloaded here:
Or from indieDB here:

Monday, August 4, 2014

Monday dev. diary - Major updates

Helo everyone! Im sorry im that late with update, but i ve been really bussy and concentrating on the game so i completely forgot about updating this place. However those few visitors interested in the game are probably allready following the game on twitter or facebook, so i belive update delay here does not matter at all. 
There is so many additions i have to mention so i ll do this just briefly this time and break them in to two sections as i dont want to post wall of text nobody is interested in: 

Visual enhancements:

  • Replaced orange clouds in first level as it seemed only i liked them.
  • Added bubbling bullet traces to enhance underwater feeling(still much to do in this matter).
  • Finished set of enemies for first mission.
  • Main menu and storyline mission selection screen added.
  • Reworked combos and score notifications so they are much more visible now
  • Added ingame notfications(boss incoming messages, etc.)

Gameplay changes:

  • Scoring reworked, score multipier changes, combos enhanced, bullet grazing added.
  • Achivements added.
  • First level completely rebalanced, now it is possible to complete it on 100%, even without help of wingmen, but its really hard that way(achivement ll be added).
  • Boss completely reworked(both graphics and his abilities).
As you can see i ve been quite bussy past month and there is still much more im planning to implement like full screen shader effects to help with the underwater feeling, rework shield mechanics and drop old-fashioned 3 lives system. To sum above up i prepared new dev progress video and i hope you ll like it. 

To be honest, im overwhelmed with the tasks i have to do and working alone on this project is making things even worse. However its still managable but a little help would be great and here comes next point of this post.


I started a promo campaign on to get the game closer to audience, and here i need your help. Follow the link to the epocu campaign if you like what you see here and chose if you want to support the game with a tweet or facebook share. It ll cost you nothing, just a few clicks and ll help with the game promotion greatly. I need to get 25 supporters within a month to make campaign valid and I hope we ll reach this goal and beyond! Please, consider supporting Awaken this way as every like, every tweet, every piece of support matters to me and is more than apreciated.

If you want, you can even support me by following game progress both on twitter or facebook.


Yes, its almost here. Right now, alpha build is tested by few trusted testers and it ll be released to public during the week. There are still few bugs i ll not be able to fix before release(like pressing print screen freezing the game) as they are engine related and there is nothing i can do with them. Currently i am waiting for support response(hope they ll not pretend problem does not exist as im not only developer having this issue)as while its not gamebreaking bug, its quite annoying.
However details like that should not affect the impression from gameplay and i hope players ll enjoy the game and let me know their feedback as its worth gold at this stage of developement. 
Thanks for reading! Thanks for even considering of your support for this game on EPOCU and hope you ll had a great weekend!

See you again in few days!