Archive for February, 2011
We released a patch today, fixing some bugs with the game and adding some things to make it more playable. Here’s what’s new:
- Ball mode now makes the player invincible to acid gas and lasers, and makes the player dash while on the ground
- Removed gas pockets to allow free exploring
- Lowered escape time to add challenge
- Fixed level select size mistake
- Fixed death while holding orb bug
- Arrow now points to orb when it’s been dropped
- Fixed shaky camera
- Fixed a bug with groundbased lasers not hurting
- Added sounds for ball transformation
- Added tutorial text explaining the minimap
- Ship pickup zone made clear
- Added a splash screen to inform people of unfinished state
We’ve had 80,000 plays on Kongregate since we uploaded it, so we’re really excited to have such a big audience! Thanks for all your feedback!
Our Kongregate build is now complete and uploaded! Go vote for us here:
For those of you following us, here’s what’s new in this build:
- New, more comfortable control scheme (we think)
- Rocks instead of unbreakable dirt
- Improved performance
- Gas pockets deep underground (don’t dig too deep)
- Menus and options
- Kongregate high-score support
- A tutorial
- The Mollume – this nasty little mole will hide when you come by, then jump out when you walk past it. Be careful, they’re not very friendly!
- A new secret room type… I’ll let you find it yourself!
- Treasures and score
- Lives, complete with a game-over screen
- More music, including an escaping theme
Whew, that’s a lot of things for a little over a week. We’re both pooped, but we’re glad we made the deadline. Enjoy the new build!
We’re only a few days from the competition deadline now, so things are getting hectic enough that we just haven’t had time to upload a new build. To tide you over until the next update, here’s a nice, boring article about programming!
If you read my first post about Drillboid’s level generator, you may recall that I mentioned that the generator works in three steps. I’ve covered the first step, which is choosing where all the rooms fit together, but those rooms need to be filled with something, which is what steps two and three are. Today, I’ll explain a bit about how that works. (continue reading…)
A new update is out! Here’s what’s new:
- Alien ruins deep underground, complete with moving laser systems. Be careful!
- A health bar. You can die now, although for the time being, you’ll just respawn.
- Two new variants of the Gelfis: Gelfizz and Gelfloom. I’ll leave it to you to figure out what they do!
- Improved efficiency of a few systems in the game.
- Made enemies spawn more consistently – you shouldn’t go long periods of time without seeing some sort of enemy.
- Made the escape time more lenient.
And, of course, plenty of little bugfixes and such as well, but these are the major changes. Give it a try!
Seems there was some kind of problem and the build wasn’t updated. I’ve reuploaded it now so give it another try for the features listed in the last post!
In the last two days, we’ve mostly been polishing up and adding effects to the game. Here’s the main changes:
- Tiles now leave some little rocky chunks behind when broken.
- A whole bunch of additions to the Gelfis: they wobble and flash when hit, they leave ragdolls when they die, their heads swell as they’re hit instead of all at once when they die, the fireflies they leave behind pulse slowly, and they make sounds.
- Improved bullet effects, including a charge effect when the button is held and a trail from the player’s gun when shot.
- Reverb effects while underground.
There’s a few other changes under the hood, but I won’t bore you with the details. Besides, if you’re anything like me, you’re probably already mesmerized by Gelfis hunting at this point.