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Other Projects / Project - Illuminate (Alpha Demo) Still looking for feedback
« on: August 29, 2016, 01:11:06 am »
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.
############
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.
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.
############
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.