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Author Topic: Project - Illuminate (Alpha Demo) Still looking for feedback  (Read 3312 times)

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Project - Illuminate (Alpha Demo) Still looking ...
« on: August 29, 2016, 01:11:06 am »
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 Project is evolving into a Metroidvania title.

Tiles were pulled from cc-0 license resources on OpenGameArt.  I recolored them to the palette.  The character is 100% my work as is the HUD, door,  and sound effects.

Download link:
Alpha Demo 1 & 2 - Saving, more enemies, forced exploration/progression, death, and bosses!
http://gamejolt.com/games/project-illuminate/199535


###WARNING###
If you are sensitive in any way to the color red, do not run this game.  The entire palette is based on reds.  I might change this to a autumn/gold palette later.
############

<a href="http://www.youtube.com/watch?v=KNo-D_bnTBk" target="_blank">http://www.youtube.com/watch?v=KNo-D_bnTBk</a>




Concept showcases a few things:
-platformer movement
-double jump system
-floaty gravity (game takes place in an object/facility in space)
-laser weapon
-HUD
-chips system (used for upgrades in regular releases)

The gravity system is a bit different than my previous projects, so looking for feedback on how it feels.

Controls:
Alt+Enter for Fullscreen
Arrow keys left/right to move left/right
Down arrow to crouch
A to jump and double jump
D to fire laser
W to enter menu
S to select a weapon while in the menu
+ increases health by 1 so you can test shield system
- decreases health by 1 so you can test the shield system

S while at a computer to save your game.
S while at a Game Over to restart the game.

The game can now be maximized as well as full-screened.

Again looking for feedback on how the engine feels so far.  Trying to go for a simple retro feel.  Apologies in advance if you don't care for the color palette. :<

Update 8/30/2016
-made the HUD easier to see apart from the rest of the level
-new weapon added
FLAME THROWER
-only in testing phases: Hold F to test flame thrower

Update 8/31/16
-increased resolution(will be adding options in later builds)
-added an enemy type - Wall Spineling
-added enemy behaviors
-added being able to get hurt/take damage
-minor improvements to engine
-work started on a pixelation transition effect

Update 9/1/2016
-more minor improvements in game code
-added pixelation transition(shown at the start of the level/restart of level)
-pausing added
-working menu with inventory added
-fixed some bugs related to taking damage(idle image flickering still unresolved)

Update 9/12/16
Been a while.  Got tied up with work and pleasure(Path of Exile).
-more minor improvements
-qol sound effects added on the door
-some menu sound changes
-added a title screen
-NES-esc pallete washout to black shader coded

(S is the menu selector on the title screen - New and Close only things that function for the moment).


Update 9/27/17
Another lengthy pause between updates:
-fixed two major memory leaks
-removed debug room
-3 rooms now accessible -Start, Save, Side
-added lava pit
-improvements in code for how doors work


Update 10/8/16



-more areas added
-double jump removed(collectable later in the game)
-three enemies added
     -droppers/driplets
     -homing fish? (terrible programmer art)
     -blockers(more or less a progression based enemy)
-more QoL code changes


Still on the table:
-save room just there/doesn't actually save yet
-death , you dont die yet

Update 10/18/2016
Alpha Demo 1

-even more areas added
-added some new enemies
-added a boss!
-added saving!
-added music (credit to ozzed.net)
-forced exploration/progression for shield increases and modules(weapons, double jump)
-you can now die

I believe this project can now be deemed an alpha demo with some nice concepts.  I do apologize about the art - I am not an artist.

Still looking for feedback.
« Last Edit: October 22, 2016, 05:39:10 am by Theforeshadower »
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Re: Project - Illuminate (Alpha Demo) Still look...
« Reply #1 on: October 18, 2016, 07:35:17 am »
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Restructured the topic.  Reserved this post for when I need the space.
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Re: Project - Illuminate (Alpha Demo) Still look...
« Reply #2 on: October 22, 2016, 05:38:43 am »
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Alpha Demo 2

Another huge update:
-added keys and key required doors
-added quite a few more areas
-added another original boss fight(required for a key)

This as well as a current map of the game is available at http://gamejolt.com/dashboard/games/199535

Looking forward to your feedback!
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Re: Project - Illuminate (Alpha Demo) Still look...
« Reply #3 on: October 22, 2016, 07:21:00 am »
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Just out of curiousity: why is the game all red? It kind of hurts the appeal.
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Re: Project - Illuminate (Alpha Demo) Still look...
« Reply #4 on: October 22, 2016, 07:09:09 pm »
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Just out of curiousity: why is the game all red? It kind of hurts the appeal.

Game takes place inside Mars.  Any other 5 color palette wouldn't have made sense, in my opinion.
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Re: Project - Illuminate (Alpha Demo) Still look...
« Reply #5 on: October 22, 2016, 07:52:03 pm »
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5 colors only? Are you trying to emulate gameboy games?
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Miles07

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Re: Project - Illuminate (Alpha Demo) Still look...
« Reply #6 on: October 22, 2016, 08:57:07 pm »
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5 colors only? Are you trying to emulate gameboy games?

The Virtual Boy called, they'd like to have their "claim to fame" back...
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Re: Project - Illuminate (Alpha Demo) Still look...
« Reply #7 on: October 22, 2016, 09:09:12 pm »
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Just out of curiousity: why is the game all red? It kind of hurts the appeal.

Game takes place inside Mars.  Any other 5 color palette wouldn't have made sense, in my opinion.

how about orange, like your goku avatar cloths?
or sephia ^^
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Re: Project - Illuminate (Alpha Demo) Still look...
« Reply #8 on: October 22, 2016, 10:23:07 pm »
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Just out of curiousity: why is the game all red? It kind of hurts the appeal.

Game takes place inside Mars.  Any other 5 color palette wouldn't have made sense, in my opinion.

how about orange, like your goku avatar cloths?
or sephia ^^
I thought about an alternate color palette.  Alot of color swaps necessary for it. :/

The issue is that the final project name is going to be "Angry Red Labyrinth".  Changing the color doesn't make sense with the name.
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Re: Project - Illuminate (Alpha Demo) Still look...
« Reply #9 on: October 23, 2016, 07:06:14 am »
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If absolutely want to limit yourself to 5 color and want red to be main theme, then you could still use colors like black (=easier on the eyes then ALL red) and white/gray (for contrast, which could help distinguish enemies or the main character). There are reasons the virtual boy failed as badly as it did.

Maybe check out the following video (just past 11:00) for what I'm talking about concerning colors. It's just meant as a genuine effort to help considering you where asking for feedback.

https://www.youtube.com/watch?v=TNcyY0ZVqL4
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Still working on my Alttp-engine: http://www.zfgc.com/forum/index.php?topic=33701.0
Want to help out in whatever way you are talented? Send me a PM.
Re: Project - Illuminate (Alpha Demo) Still look...
« Reply #10 on: October 28, 2016, 06:27:11 am »
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Another huge update.  Zone 1 in an alpha state is finished.

http://gamejolt.com/dashboard/games/199535

3 total bosses, 3 weapon collectables, bunch of missile and life increases, and even the warp to Zone 2.
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Re: Project - Illuminate (Alpha Demo) Still look...
« Reply #11 on: November 01, 2016, 05:55:16 am »
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Made a palette change.  What do you think?
Also, there is more than one full zone.  Zones have different color palettes.  No spoilers, but the next is a blue/green palette.
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Re: Project - Illuminate (Alpha Demo) Still look...
« Reply #12 on: November 02, 2016, 11:22:18 pm »
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I have to say, this new palette looks a little less eye burning... Great job!
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