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My name is João Vasconcelos and I'm a hobbyist pixel artist/game designer.
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So there’s a new character sprite (just need to animate it), new enemy recolors and some camera movement + shake while battling.

And this wraps up version 0.0.7!

Now on to version 0.0.8!

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Just added some code to not let enemies occupy the same tile.

I’m pretty sure it’s working… but I have to be REALLY sure it’s working.

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“Uh-oh. This doesn’t look good!”

Added new enemy type (the larvas), plus some descriptions to the battle mode.

Also fixed *hopefully* all bugs related to the battle system, and added camera movement!

Still lots of work to be done, but it is looking good, don’t you think?

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Here’s a very basic combat system in place.

As you can see, when the player gets too close to an enemy, it triggers the battle mode. Other enemies may also join the battle at any time if they get close enough!

It’s not very interesting yet, since you can only point and shoot, but it’s working.

Asker Anonymous Asks:
Really like your project, best of luck onwards!
isojov isojov Said:

Wow, thank you so much anon!!

I’m hoping to release something playable soon :)

Like I said, version 0.0.7 brings massive changes to the game! For instance the player movement is now grid based AND the combat system is turn-based. RPG style.
This is an early combat mockup. It’s already in game and it works, but I’m not sure...
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Like I said, version 0.0.7 brings massive changes to the game! For instance the player movement is now grid based AND the combat system is turn-based. RPG style.

This is an early combat mockup. It’s already in game and it works, but I’m not sure about it yet. Still going to try a different approach.

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Now THAT’S a better monster… whatever it is :) About time I replaced those slugs!

Also, new placeholder for the main character. It’s probably closer to the final look though.

Also testing other types of floor tiles: alien infected types of floor tiles.

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After trying out different styles and colours, I think I’m getting somewhere.

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Continuing with some tile testing.

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Version 0.0.7 brings a massive change to a core game system: no more procedural generated levels/enemies!

This means not only will I have full control on how the levels look, but I’ll also be able to add way more details to them. That means the game should look way better than it would with the procedural generated stuff.

I’m currently creating a test level.

Testing new colors for the walls + some lights.
Looking good yeah?
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Testing new colors for the walls + some lights.

Looking good yeah?

Working on the graphics @ the moment.
Version 0.0.7 is bringing some major changes to the game. I’ll explain everything later!
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Working on the graphics @ the moment.

Version 0.0.7 is bringing some major changes to the game. I’ll explain everything later!

Maui

Hey guys! Version 0.0.6 is now ready and it brings a LOT of new stuff!
Changelog
Lighting systemAs you can see from the gif, there’s a lighting system in place now. Basically everything is dark unless it is near a light source or close enough to the...
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Hey guys! Version 0.0.6 is now ready and it brings a LOT of new stuff!


Changelog

Lighting system

As you can see from the gif, there’s a lighting system in place now. Basically everything is dark unless it is near a light source or close enough to the player. The crosshair also serves as a flashlight!

PAUSE Menu

Pressing [ESCAPE] now pauses the game and brings up a menu.

Grenades!

There’s grenades now! These deal AoE damage over time on a small radius around it.

Particle System

With the grenades comes FIRE! Added procedurally generated fire particles. They also lit up the area around them, allowing you to see what’s burning!

New Level Objective

Up until now you had to kill every creature to complete the level… now you just have to find the exit. Simple right? The reason for this is I want the game to be less arcade-ish and more slow-paced with some sort of exploration involved.

Stamina

There’s also a stamina system in place. The player now walks slowly but can run for a short while pressing [SHIFT].

Like the accuracy, stamina will be a skill the player will be able to level up.


So what’s next?

I’m working hard to release a playable version SOON! This month maybe.

There’s not much work to do, but most of it is on the art side. The problem is that I’m mostly doing this at my day job (err.. yeah…) and the computer I’m using does not have the programs I need to make art assets.

Anyways, before I can release it I need new sprites for the aliens (have some ideas in mind) and also ambient sounds and music and change most placeholders. Also, maybe powerups! The character is still not a priority, although I’ll have to focus on that at some point. It did get a new placeholder though :P

But if I can pull this off (releasing a playable version, i mean…) this will be the furthest I’ve ever gotten in game development. Hurray right?

Thanks for reading!

The new title-screen is already in-game, plus LOTS of other changes but I don’t want to share them just yet.
I’ll soon make another devlog post sharing those.
Btw, I know the name of the game is weird and hard to memorize, but I’m going with it for...
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The new title-screen is already in-game, plus LOTS of other changes but I don’t want to share them just yet.

I’ll soon make another devlog post sharing those.

Btw, I know the name of the game is weird and hard to memorize, but I’m going with it for now.


Meanwhile, I’ve edited every post I made about this project to include the small OMNIMY devlog banner plus the corresponding version.

I’m working on the 0.0.6 right now and i’m planning to release a playable version when I reach v0.1.0!