June 30, 2019 - day 762
As promised, today I'll show you the design of realm 3.
Enigmus -- is a realm of rocky undergrounds, with sea of yellow magma in the depths. It was mainly occupied by a lower alien civilization to mine the orange goo from the scorching hot magma. It seems nobody is there to watch and monitor the mining process as everything is automated. The usage of the orange goo however, is unknown though.
As usual, our alien needs to collect (loot) as many orbs they can find & return back to ship.
This realm is probably the hardest to make, because I have some ideas for the level designs but they doesn't feel right for the Realm 3 environment. The puzzle element is clearly lacking here. I can think of some good use on teleports, but not for others... It just feels less and less like a puzzle game. (Sigh)
Anyway, Here's some of the essential game elements for Realm 3.
Come in pairs-- A & B. Those are self-powered devices transferring entity from A to B location. Sometimes a level includes multiple pairs, with each pairs coded with different colors.
Fragile Grounds (Falling Platform)
Some of the ground are cracked & too fragile for our alien to walk across. Be mindful as you could be cutting out your only way back!
Orbs Power Slots
The orbs are source of long-lasting power. In Realm 3 they are used to power nearby devices and sometimes the pipe drainage.
Taking the orbs out means disabling the power slots' function. In many cases some power slots are not powering anything on the stage.
Magma Filtration Devices (lava goo extractions)
This is a test elements I'm not so sure about. It may not be used in final version.
Usually the device is doing its job cycling & filtering magma goo from magma, until the alien takes out its power source prematurely. That causes the device to lose its filtering & cooling system and causing the glass to melt, expand & explode, sending hot magma splatting across a large radius, killing anyone who touches the magma. While how fast the device explodes-- dictates by how fast the lava cycles in the device. It takes 6-8 seconds for a device with slow cycling magma, and 3-5 seconds for a fast one.
There may be a few more elements I haven't implemented yet. Maybe for next time.
That's all for now.
May 31, 2019 - day 732
Just a quickie:
previously named 'Alien Maze' is now officially named 'Alien Step'.
*The old demos remained 'Alien Maze' as same though.*
Also, I added the game into IndieDB.
Nothing much added though, but if you're interested come have a look then. :)
May 10, 2019 - day 711
Man, April was an unproductive month for me.
Still, progress is made and here's the remaining 3 tracks.
First 1 songs are for Custom levels: This one probably is the most simple track. Originally it's one of the for future but scrapped 'build mode'. However it sounds fine just for custom levels.
2nd song is for the later stages of Mabarossa:
Not as melodic as i hope. A bit messy at the last segment, that needs a bit fixing.
And the 3rd is the 2nd music track from Enigmus:
Though overall it doesn't sound "industrial" enough for the place, the chord progression sounds happy/casual for the stage, not what i intented, but I really like the base melody a lot... (so I kept it)
Finally we have all 10 music tracks for the game. :D
For now, let's enjoy this excerpts.
*Right-Click to "open link in new window" to just listen.
Pre-beta Promotional art, Realm 3
Let's talk about my next plans:
The promised game alpha ver 0.55 with 2 new levels + some fixes is coming at the end of May.
I will fix & improve the push mechanism, and also revamp the interface skins for Realm 2 & Realm 3.
Meanwhile I'll be CG drawing this artwork below for promotional purpose. (will use it for IndieDB page and other social medias) It's a banner shape dimension showing more of the atmosphere, it also fits for landing page use.
I will start working on Realm 3 levels after few weeks later.
Realm 3 -- Enigmus, is a volcanic place with construction sites all over the place, it's more dangerous & challenging than other 2 realms. Perhaps I'll take more about what Realm 3 next time.
That's all folks, until next log. :)
Mar 6, 2019 - day 646
In the past few weeks I was unoccupied. call me lazy, it's not half wrong but I was working on some other stuff, helping out my dad's project and such. Also getting a new (used) windows tablet may distract me a bit more. >_<
It seems that I don't have the mood to work on coding the game, but maybe working on music should do it at this time of period.
Alien Maze ver 0.55 development with 2 new levels has to put on halt, temporary.
There are 3 remaining game tracks I has yet to make, which are including level tracks + realm 3's music tracks. And as always, it's going to take a while to produce.
Next log will possibly be on the end of March.
Have a nice day.
Feb 11, 2019 -day 622
As you see, the demo already has updated to 0.5.3.
First of all, something about the new level.
The lazers, are not the core game element of realm 1. This is just a fun custom level. (It may be implemented in the realm 3 levels but time will tell.)
It's not too hard for this level, but be ready for a lot of trial-and-errors.
Also, the 2 'think' flatforms there (the square marks on the ground) are TOTALLY extra, but that's just for you to try out just for fun. (I haven't think of a good scenario to use the feature)
Whether or not it's up to your liking, the demo has a new option setting: Sphere Filter.
Enable it and you get a more 3D-like viewpoint.
Go check out the game demo if you haven't play it yet. :D
Itch.io (better page layout)
Scirra Arcade (have leaderboards)
Next update (ver 0.5.6), I'll be working on the 4th levels on both realm 1 & 2.
And then after that, I'll start the 3rd realm creating process, and that will take more than a few weeks...
Feb 3, 2019 - day 614
It's very very tedious, but I managed to fix most of the problems in 5 days, also making sure the game is playable and beatable. (however the levels are not so nice... I'm not a good puzzle maker )
Demo 2 is now available on Itch.io and Scirra Arcade ...but with less levels.
There are total 10 levels including 2 tutorials, 2 customs & 6 main levels.
There was going to be 4 levels available per realm but I just couldn't code a few elements in time.
One element that is omitted completely for the current version (alpha 0.5) is the "think zone".
This element needs a re-construction.
I need to rethink how the game mechanic benefits the player because they don't work on current level designs.
Another feature I wanted to add in later is to make 'zap barriers' push-able. That itself is not easy coding but I'll try. Also make them fall into abyss! >:)
So that's about it.
I'm going to have a week of hiatus as I have to attend CNY festival.
I will return to work on the unfinished parts after that.
In the meantime, try them out would ya? (links below)
Some level is quite FUN you know.
on Itch.io (better page layout)
on Scirra Arcade (have leaderboards)
Well, See ya very soon!
Happy CNY Holiday!
Jan 30, 2019 - day 610
A quick log:
I'm really sorry about postponing Demo 2 again.
I need to fix some bugs and do some changes on the levels.
Again, the demo is not meant to be polished, just being playable.
So please wait for a few more days, thank you.
Jan 21, 2018 - day 601
A new year, a new resolve!
Hi there, everyone! I'm here again to show you my progress...
Now that the menu is done, let's have a look.
First of all, don't be startled by the widescreen aspect ratio change! This game can be played in portrait mode & widescreen mode, since it's originally designed for mobile in mind.
(however you'll play the game on the game sites in portrait mode as default)
I hope the level selections are clear and easy to understand. :)
If you want to know about how I design the menu, read this log post.
Originally there will be a 3-way selection screen right after the alien splash screen, with [Story Levels], [Custom Levels] & [Options]. But now I think that's too repetitive to have 2 level selection screens when you can put them all together (like the gif here). Am I right?
What else missing is the dedicated 'Option' screen. I think that will be added on final release version.
(until then you can set the stage effects & music volume on in-game menu)
Next remaining days until deadline, I'll be working on:
I will low-key post the demo on Itch.io & Scrirra Arcade. Since it isn't as polished as I wanted to be, I don't want to promote the game just yet. (until maybe next major update) Nevertheless, I will provide the links when the demo is published.
Alright then, i'll see you in next log & the demo 2 release.
Dec 30, 2018 - day 579
While the festive season is still not around, It's time for me to get back to the project!
Now, giving myself a fixed deadline, I have no other excuses but to quit procrastinate & work!
The deadline will be January 30, 2019.
I just have to work through all the essential parts like levels , even regardless of quality.
It may not be good looking... But hell-- It's taking a bit too long for a demo release!
Now-- get back to work!
Nov 28, 2018 - day 547
Here is today's development .
Cracks, like walls --are to simply block the path. And the alien can not walk through them.
Now I'm not using too much blocks/walls for desert levels because it doesn't look very good (the "3d" block effects don't look good especially on realm 2)
Cactuses, They function like cracks too: blocking the path, but are also decorating the stage.
Adding these alien cactuses and suddenly the stage doesn't seem so boring now.
That's about it. Almost all the game elements are introduced for the upcoming ver0.5 demo.
Now speaking of which...
The Demo Release... When?
I can't pick a date yet. Sorry.
However, the game's reaching another stage of development and still going (even slowly)
Whats left are the menu & all 12 level designs (including tutorials)
the Demo might or might not be ready on December :( But I'll do what I can.
The following month I'll be working on the menu's visuals and functions.
Also, December is just around the corner. Everyone's pretty busy now.
Then, I will try to post one more dev log for the season! XD