Blog Index
The journal that this archive was targeting has been deleted. Please update your configuration.
Navigation

Entries in screen shots (5)

Saturday
Apr132013

Screenshot Saturday - Apr 13

I've improved a lot of the mechanics of both the player and the enemies and have found myself tweaking a lot of the games puzzles to take advantage of the better engine. Doing an entire remake of my own game is providing me with a lot of opportunities to fix mistakes I made the first time around.

Tuesday
Nov082011

Looking back before leaping forward

Treasure Adventure Game is almost finished! All the content is in the game, and there's been continuous play-testing going on for about 3 weeks. There are still small bugs here and there but they are really winding down, overall. I'm hoping to have a true public release (most likely still a beta release) in the next 2 weeks. If you want to know when it's available check back here or follow me on twitter.

Part of finishing TAG, was, of course, finalizing the sound-track. Robert stayed right on schedule and finished the last song for the game this week. Fittingly, the last song he made was the final boss music, which is absolutely phenomenal. It sets a great mood and incorporates many themes from other parts of the game. If you want to read more about how the soundtrack to TAG was put together, Robert Ellis updated his blog with a look back at his process. 

To continue the theme of looking back. I found some really early screen shots of what eventually became TAG (the game was called Karma then). No one has ever seen these before. They date back to 2008, and I'm comparing them with that part of the game today.

Monday
Oct192009

Saying goodbye to Karma

 

It's been awhile since I've updated here but much progress has been made on UTAG (untitled treasure adventure game).
Sadly, I've decided to end development of Karma. However, just about every part of Karma will be used in UTAG. Some of the game-design decisions I made for Karma made it difficult to progress with the game they way I ideally wanted it. However, I feel that I've resolved those issues with UTAG and I'm going to implement all the areas and puzzles in Karma so far, into the new game. Many of the game-play elements will be enhanced with the new engine.
These screen shots show some of the areas of Karma I've integrated into UTAG.
I want to thank everyone who helped with Karma, and assure you that none of that work went to waste. UTAG is going to be a much superior game to Karma as I've learned so much while developing it.

 

Wednesday
Jan072009

A greenhouse

Level 2 (which is actually the only level I've worked on so far) is coming along amazingly well. I have all the puzzles worked out and coded. The only thing left is some tweaking and the boss room. There are now 4 global (meaning they can be taken anywhere) items in the level. There are also a number local items which can't be taken out of the room they're found in. Some items are just used as a "fetch this item" type quest, but a couple have an action associated with them which will help you solve the puzzles throughout the level. 

I figured out how to make some professional looking shading and lighting effects. You can see the difference in the two screen shots below. This has opened up a lot of new possibilities for the game's graphics. 

 

Before alpha channel
After alpha channel
BTW, the flowers in these screen shots are from RPG Maker XP and are placeholders. Does anyone want to help me come up with some originals? Message me and I'll definitly give, in-game credit to anyone who helps. 

 

Tuesday
Dec092008

What is it?

 

Karma: The Game is a retro-styled platformer where moral choices guide your progression through six lifetimes. I am the sole director, desiginer and developer. Some graphics are currently placeholders, however in the final product all the graphics and art will be either original or used with permission. All sounds and music in the game so far have been purchased and are royalty free.


Planned features:
100% original and used-with-permission graphics. 
6 lifetimes (levels) each with a unique character and mini-story.
Overarching themes and storyline encompass all 6 lifetimes. 
Character can be customized with colors and accessories (HATS!)
Items can be picked up and used to solve puzzles.  (1st level has 6 items)
Multiple solutions to many puzzles attached to a moral decision. 
Gaining a lot of good or bad karma will alter your progress though the game
Windows XP/ Vista required
More to come...