Added steam trading cards! As well as updated the game engine to the latest version that also supports a newer steam client version. This update mostly ensures further compatibility.
Here is the list of changes and additions:
Fixed a little bug that spammed sound fx when holding the up and down keys simultaneously
Compiled with new steam API
Using latest GM:Studio version
Added trading cards
Let me know if you run into any issues or have suggestions!
Regards,
James
Upcoming new game needs your support!
Hey Folks!
I've just added a new game to STEAM Greenlight and would welcome your feedback and vote!
It's still pretty ruff but I'd like to involve the community as early as possible. So head over here and cast a spell:
http://steamcommunity.com/sharedfiles/filedetails/?id=619958319
I've been working hard to make this happen and hope you can appreciate the first results.
Thanks a TON!
Kind regards,
James
Update - 160201 v1.25
This is the first long time care update. I finally found time to work on a few things here again! Like: A new lighting system! -Yeah!
And I've spent more time optimizing the game's performance, user interface and enemy behavior again. I hope you like it!
Here is the list of changes and additions:
Added new lighting system
Reorganized draw pipeline for post processing
Optimized entity AI loops
Added mouse support to menus
Rebuilt colliding particle fx
Optimized lots of small obsolete functions
As always, some fixes and additions I might have missed
Let me know if you run into any issues or have suggestions! Just start a discussion in the ENYO Arcade hub!
Regards,
James
UPDATE - 151120 v1.1
So here is the first post-release update.
I've spent some time optimizing the game. One big thing was the level generation algorithm to improve the location transition speed. So now that feels 10x faster, at least to me.
Here is the list of changes and additions:
Added visual control aid to the main menu
Optimized level generation algorithm
Optimized a few things in the moving objects
Death/End-Level scoreboard now shows the amount of Intel-balls collected
Reduced 2D sound falloff (was too steep so the SFX got to quiet to the edge of the screen)
Hover Mines and Sewer-Meatballs now only attack when they see the player
As always, some fixes and additions I might have missed
Let me know if you run into any issues or have suggestions. And a warm hearted HELLO! to all the new players! I guess I'll have to start beating all your high-scores soon... ha!
Thank you for your support!
(hotfix: the Hover Mines are meant to track the player through 'walls')
Regards,
James
RELEASE VERSION 1.0!
Finally - I guess you can hardly imagine how exhausting this has been for me. Constantly pressured for the last 4 years. And now I can call it a complete game.
Sure there may be some kinks, quirks and a few things I would love to do better or add but simply can not afford to do at the time being. Also since I've lost my V-Ray dongle rendering additional assets had to be iced until I can afford a new one. I will be fine tuning and hope to be adding further content even after release. So I'm still going to be open for improvements and will be addressing any problems or bugs that might come up. I have done my best to make sure that everything works as intended and hope you enjoy the game as much as I do.
Save games needed to be reset! I hope this will be the last time that I had to do this. Sorry for that! But I guess you all want the leader boards and best times to be accurate to the current state of the game. I've added a ton of details and a few new locations so I do hope that replaying the game will be a fresh experience. Enough said...
Here is the list of changes and additions:
Added 4 new locations to Stage01
Added fine detail layer to all locations
Relocated the 2D sound listener to the camera center
Added more background music
Added a game pad aim-aid/cross-hair
Fixed a small bug in the splash damage calculations
Added and activated steam achievements
Reworked the options menu
Added option to toggle submitting best times to steam
Leader boards are now active
Tuned down the Nailgun's screen shake chromatic aberration
Save games and leader boards have been Reset!
Again, some fixes and additions I might have missed.
Let me know if you run into any issues or have suggestions!
THANK YOU FOR SUPPORTING ME ON THIS JOURNEY!
Regards,
James
UPDATE - 151024
This is a polish update. I've added a few things to make the game feel closer to complete, at least in my opinion.
For instance I've added a little brief intro and outro as well as some connections between the different stages. Added more Sound FX.
Also I've made a new trailer for the store page! Let me know what you think of that!
Here is the list of changes and additions:
Added story elements: Intro and Outro and connected the stages visually
Added sound FX
Added more background music
Fixed a small glitch that played music twice
Detailed a lot of the levels (still a few to go)
Reworked the VFX for the Rail- and Plasmagun
Music volume settings now get saved cross sessions
Zombie/Mutant AI now walks around
Hazard trails of Snail and the sewer Balls are a bit faster
Almost forgot: NEW SCREENSHAKE FX - yeah!
Mouse cursor is bigger
Savegames have been Reset!
Again, some fixes I might have missed.
I personally think the game is now feature complete (BETA) but still needs some polish. Let me know if you run into any issues or have suggestions!
THANK YOU!
Regards,
James
UPDATE - 151011
Another large push. I hope I can remember all the changes and additions since there have been quite a few:
As you may tell from that gif, I've finally added a PAUSE MENU again. So no more worries about hitting the 'Esc' button by accident. Another new feature is the weapon selection. When you step on a weapon dispensary you can now choose what weapon to pick instead of waiting for the right one to pop up. I might be limiting the arsenal in some places depending on game play. Also the 4th Chapter/Stage has now got a bunch of new levels. And the other Chapters/Stages have had a few changes as well as the difficulty settings and Menu flow.
Here is the list of changes and additions:
Difficulty Automation: When you start the game from the first stage then it starts as 'Hard' and as soon as you die and choose to respawn it automatically switches to 'Easy'. When you choose a different stage that you have unlocked then you can complete that on 'Normal' - respawn switches it to easy again. The little level selection boxes in the main menu currently hint the difficulty in witch the levels have been solved. I'm thinking adding the hard/normal respawn options as configurations in the options menu ... maybe.
Restructured the Main Menu flow - again.
Added Weapon selection menu at weapon dispensaries.
Quite a few level design changes.
Added some more background music to the sewers.
Added Pause Menu.
Reworked the chapter ending and death screens.
Added new bitmap fonts.
Added new Dev-Zoo logo - Yeah!
Again, some fixes I might have missed.
Here is the pixel version of the new www.Dev-Zoo.net logo:
It is meant to be a mix of yin-yang and the empathy symbol and that it turned out to display a 'Z' was rather a coincidence.
As always: Let me know if you run into any issues. I am seriously thankful for all the support that I get from you folks reading this and caring about my work so: THANK YOU!
Regards,
James
UPDATE - 150919 - Difficulty Modes!
I've been working on a few things 'under the hood' to polish. One of them is the difficulty modes:
REWORKED (See next update!) Easy lets you respawn in the last room you entered, Normal respawns you at the beginning of the chapter and Hard features a full reset to the beginning. (Permadeath!)
And you need to reach the next chapter so you can select it from the training (level selection) menu.
That should amplify the tension of the gameplay (It works for me...) and will later affect the achievements.
Here is the list of changes and additions:
Added difficulties: Easy, Normal, Hard and Training with corresponding UI elements and game mechanics
Restructured the Main Menu flow: Level selection now is called training (since it will later not be possible to progress or earn achievements in this mode)
Added a few more rooms to the first chapter.
Pimped the flight scene a bit.
Reworked the savegame functions. (Progress automatically saves)
Added death screen
Reworked the chapter ending screen
Added sound fx to the menu
Again, some fixes I might have missed.
As always: Let me know if you run into any issues. I am seriously thankful for all the support that I get from you folks reading this and caring about my work! Reviews here on Steam, sharing on social media and anything else that helps others find this game is very welcome! Because I must admit that currently the visibility of this game to the public is close to non-existant!
Regards,
James
UPDATE - 150826
BIG update.
I'm working hard to push this game towards a state that may be considered as 'ready for release'. So let me know if you are still missing anything that you would like to see in the release! I do plan on working further even after release but I want to reach a state that can be seen as a 'full game' soon.
Here is the list of changes and additions:
Worked on the music - still not quite there yet but getting closer
Music volume slider in the options menu now actually manipulates the volume in real time (still doesn't save cross session yet since the options still need some work in general)
The initial scene has had a little update.
Blue orbs now give some information.
The air friction is tweaked back abit again so she doesn't fly off that much.
The HoverMines now also get you in ball mode.
To finish the sabotage mission you now have to drop down in the center sewers (doors open when all targets are hit)
Exploding barrels and crates now also damage the player.
Reworked a few backgrounds in the first segment.
Jet flight scene is now playable but might still grow. (You have to shoot down the other ship and avoid proximity to the mines)
Weapons have been adjusted. (The SawGun did too much damage over time)
Kick is now working as intended. (Had the same issue as the SawGun)
First Boss fight is now playable but not finished (Enemies are still pretty dumb etc.)
Started the 3rd Chapter - not too much there yet but I'm on it and you can have a look.
Added a bunch of new Enemies (Rocket Turrets, Lazers...)
I've also started to work on a few things that might be added after release... not going to spoil them...
Hotfixed background and of game area glitches. (Let me know if you still find some!
Again, some fixes I might have missed.
Let me know if you run into any issues. Reviews here on Steam and anything else that helps others find this game is very welcome!
Regards,
James
DevLog - 150821
Just a little gif to let you know what I'm working on right now:
This is part of the (currently) last sector of the game and it won't be easy!
But it will be rewarding to play.