The game code is at a point where I am letting a few friends test it to identify how much a dick I am with the difficulty.
I am passed the point of being able to tell what's hard with the basic enemy waves because I am so used to the game that I just kind of zip around and blow everything up.
In the meantime, I can now focus on finishing the tunes for the game!
Because this game is really just a simple arcade game with a few game sequences, I am again choosing to make the music catchy, and short. Nothing long and drawn out. I don't want the music to be some epic piece that distracts you.
This is probably apparent in the demonstration video of the attack-wave music. I basically just use some heavy metal influences and run with it.
So, you can expect a handful of catchy, brief chiptunes in the game that are all chock full of some 1980s galloping beats and will keep you tapping your feet while you try not to get blown up.
Wednesday, March 19, 2014
Sunday, March 16, 2014
Atlantean Update
I am pleased to announce that Atlantean runs at 60FPS.
I am displeased to announce that the game is now unplayable, lol.
Everything is moving so fast! TURBO MODE!
Still progressing on optimizing some of the other bits, too.
I am hoping to wrap it up in the next week or two, so that I can let people test the game.
I am displeased to announce that the game is now unplayable, lol.
Everything is moving so fast! TURBO MODE!
Still progressing on optimizing some of the other bits, too.
I am hoping to wrap it up in the next week or two, so that I can let people test the game.
Tuesday, March 4, 2014
Not much new to report!
Nothing of great importance to report right now! I am still just optimizing Atlantean. No issues, just progress!
Might be nearing the downhill part of it soon, where all the difficult/tricky bits are taken care of.
YEAH!
Also, the optimizations have allowed me to rewrite a few parts of how the enemies behave, which ended up making them better. This is also a plus.
Might be nearing the downhill part of it soon, where all the difficult/tricky bits are taken care of.
YEAH!
Also, the optimizations have allowed me to rewrite a few parts of how the enemies behave, which ended up making them better. This is also a plus.
Thursday, January 9, 2014
Latest news on Atlantean
No major update. Just popping in to let everyone know I am still actively optimizing and cleaning up Atlantean's code.
Once that's done, the game itself is basically done too, outside of playtesting it and making sure I didn't make it too mean.
Once that's done, the game itself is basically done too, outside of playtesting it and making sure I didn't make it too mean.
Sunday, January 5, 2014
Grelox!
If you haven't heard already, we're starting work on a new project, Grelox. It's a retro style game for non retro machines...!!!...!!
That's right. We're branching out a bit.
check out the latest update on it from Sunteam Paul's blog! Follow him while you are at it.
http://chunkypixels.blogspot.co.uk/
That's right. We're branching out a bit.
check out the latest update on it from Sunteam Paul's blog! Follow him while you are at it.
http://chunkypixels.blogspot.co.uk/
Saturday, January 4, 2014
Happy New Year!
Happy New Year, everyone!
If you haven't seen it yet, we released a FREE PC-Engine/TurboGrafx-16 game for download.
It's called Reflectron. Go check it out!
Atlantean is now progressing and being optimized! :)
Also, Insanity was reviewed by Classic Game Room! Yeah!
Friday, August 30, 2013
End of August!
One last thing to get fixed in Atlantean before another round of playtesting and experimenting! It's moving along smoothly.
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