Saturday, April 26, 2014

Simple Arena

Here's a basic arena with some basic gameplay. Victoria's working on a proper enemy sprite to replace the current placeholder we're using.

Friday, April 25, 2014

Walking Eyeball

Just a work in progress enemy that I whipped up for Blue Giant yesterday.

Wednesday, April 23, 2014

Spawner added

Just wanted to do a small update on the work I've done while on the way to work on Blue Giant with the guys.

Spawners for the zombies are added! Let the party begin~

jon's blog

jon, the technical powerhouse, fellow co-founder of Rotten Mage, and a long-time friend, has just started a blog to document his game development experience! Check it out by clicking here.

Blue Giant Revamp!

Today is the official day of our Blue Giant revamp! It has been hell for the past months working on Blue Giant - mainly because we were out of our depth making an ambitious Metroidvania title. So, (while we've talked about redesigning the game for some time), today marks the day we start steering the game in a new direction. We're also making the switch from as3 to Haxe.

In addition, during my one-month absence from office (no thanks to reservice), the game characters were redesigned, courtesy of victoria. Art-wise, there's a greater emphasis on animation this time around and - while I initially preferred a simpler sprite design like that of They Bleed Pixels and Super Time Force, I do really dig this slightly more detailed look (it's awesome!)

In all, I feel that the energy that was lost over the course of the past few months is surging back. I can't recall the last time we were this excited for Blue Giant.

We will be releasing more details as we develop this title. Our current aim is to build a solid prototype in a month's time.

Sunday, April 20, 2014

Making a test...

I think I've more or less done what's necessary for the controls (saved for the discarding of weapons). It might be a good idea to give the controls some kind of test run without having to go through the trouble of having to design and code levels, smart enemies, and environmental features (like doors).

The quickest way to go about this (that I can think of), is to make a single arena with mindless enemies swarming in. I'll see what can be done about that.

A Better Day After #5: More feedback