Posts Tagged ‘ Lone Survivor

Cold Bloody Murder

I’m going to keep the blog more active, now a few more people have stopped by (thanks as always, indiegames.com, and others who covered the trailer.)  Hello to any new readers who’ve stopped by, welcome to superflat world!

Here is my screenshot saturday, which shows the new exterior area (it’s actually the first location I worked on two years ago, greatly changed.  Feels strange to be back there though!)

You can also see the new lighting stuff going on, the improved grain and contrast etc, which I’ve been spending time on.

For comparison’s sake, here is the same shot from the build alpha 0.2, posted here early in 2010:

It’s times like this you look back and realise some progress has actually been made!

Lone Survivor official trailer debut!

Direct link to youtube…

Warning: contains semi-spoilers!

Having taken a few weeks to really think about it, I’ve decided I’m going to be back at work on this baby full-time until it’s done. I’m risking everything on it financially, but I believe in it enough to do it…

LS3D

I forgot to mention this one, it’s a sort of horror-antithesis of Lone Survivor, called LS3D.  Whereas that game is focussed on the psychological aspects, this is a purely visceral thriller, with I suppose something of a back-story to the main game thrown in.

(Click the image to go to the dev log over on the forum)

It began as an entry into the awesome the ‘Justice’ Pageant, over on www.superfriendshipclub.com, a new forum I’m a mod on, and occasional suggester of ideas to. It aims to be a development centric forum, not really focussed on the social aspects so much, pure geekery and artery.  There’s a bunch of people involved in it (Stephen Lavelle runs the Pageants in particular.)

Anyway it wasn’t finished in time, but may be later when I figure out a way to!  I’m back to work on Lone Survivor at the moment, and the Soul Brother soundtrack, as well as other music things and a brief but much-needed holiday, so things have been quite busy all in all.  Now I’m off to check out Stephen The Catamitesentry (I’d link to a website, but he has none AFAIK…  His twitter feed is well worthwhile though, even if you don’t use the service.)

New Light!

Off on holiday today, but I’ll leave you with a screenshot showing the new lighting system (notice the grading across the screen), the redrawn art (I’ve done a second detail pass on all the art) and the new area (in fact the first area I began two years ago.)  Also you can see the item combination system here.  I wonder what irradiated orange + squid stick tastes like?

It’s going well!

Rainbow Star Prize, And Mirrors

First of all I’d just like to finally give Brian Keong, the Rainbow Star Challenge winner, his prize.  Nearly half a million players have entered Soularis now, and it makes me so happy.  I’m planning to do a bit more of a post-mortem of the game at some point, and I’d also like to share some more press and interview links about it, as it seems to have had a good buzz.

Anyway, he requested a bird character, and here he is, in-game:

Brian, I almost broke the game doing this, so I hope you like him!

Lone Survivor Update

I managed to get a solid build of Lone Survivor into Indiecade this year, one of the main indie game competitions along with IGF.  I worked incredibly hard on it for the two months leading up to the deadline, almost going as insane as the protagonist.  It probably helped the atmosphere in some ways!

Here’s a little teaser trailer I made (it shows almost nothing of the actual gameplay, that will follow in the real trailer, which should be much better than this one!):

Lone Survivor (Indiecade Teaser Trailer)

The music is by myself and Silver (Sonic & Silver), the VIP mix of Rocket Launcher on Virus Records.  It’s not used in-game, for those that hate it (it’s a polarising one.)  There’s already 22 original tracks in Lone Survivor, and it’s going to give me a lot of pleasure to finally share them with you guys.

Since submitting to Indiecade I had a little time off playing Yakuza and so on, but I’ve now started back on full-time work on it.  It’s getting quicker to make as what I want to do with it is getting clearer in my head.

I’ll leave you with a new screenshot, from the dusty cellar, of the new mirror savegame system:

What I’ve been going through getting ready for Indiecade…

HEAVEN
+
HELL

It’s been an exhausting several weeks of crunch on the game, but progress has been tangible, so it’s been a lot of fun too.

And after all that I’ve decided not to enter at this point. Although I’m super excited about the way it’s going, I don’t think I want to reveal plot details yet, and I want the game to be close to completion before submitting it anywhere… So my plan is now to get it finished for IGF instead.  We’ll see if that pans out!

Anyway, this means I’ll finally have a little time to catch up on all the smaller things I’ve been neglecting, like the ongoing saga of the Rainbow Star Prize, the writing of blogs and so on.  I’ll be doing a more detailed report of where it’s going at some point soon, and I still plan on doing a behind-the-scenes tour at some point, showing the tools I’ve used to develop Lone Survivor.

The Great Unknown

So I felt it was time to give you guys an update on what I’ve been up to…

The plan (as I mentioned in the quote-unquote interview) was to work on Legend of the Starmen with an aim to heading for an IGF entry.

Well, just like the last time I went indie, I changed my mind once I actually had the space and time to think about it. I still want to make LotS, and it’s high up on the list… But it’s a big game, as big as Lone Survivor, perhaps.

So I figured, if I’m going to do a big project anyway, it may as well be the one which is most personal and important to me. The one I’ve been trying to make for several years, since making Soundless Mountain II – Lone Survivor. After all, the game is already further along than LotS, so it makes more sense from that perspective. And there’s the thing that it may help get recognised because SMII is still probably the game I’m most known for doing…

It’s coming on really well! I’m planning on entering it into Indiecade, either at the end of this week, or two weeks after that if I miss the deadline. I’m focussing on making the first world really fleshed out and finished, the intro and outro, polish and bugfixes and a total overhaul of the audio. Save games, title screens, some more puzzles and survival elements, a new monster, it’s all happening so fast!

And there’s more…

I’ve started a new (relatively) small game – perhaps the size of Soul Brother when finished. It’s called XOR, and it’s a homage to the games I grew up on, perhaps more so than the other games I’ve made. It’s a randomly generated Atic Atac / Zelda mashup wizard-shooter. It is presented in a warped ZX Spectrum view, complete with filthy screen, ‘off’ colours and flickering glows. It all looks much better in motion, but have a (slightly out-of-date) screenshot all the same:


The names are procedurally generated and this one just happened to come up.

There’s also a background story to it which I won’t reveal yet, suffice to say it’s gonna have more than a nod to a certain other glowing movie, but hopefully turn things on their head a bit. According to Anthony Carboni at least, I like to ‘flip the script’ like that.

Finally…

A massive thanks out to the 270,000 players of Soul Brother, and the many new reviewers and podcasts which have covered it. I really am humbled that so many have enjoyed something so silly of mine. Thanks to Terry for helping me along the way so much, and thanks to all the indies who reside in a certain forum I frequent for all their incredible work helping me test and improve the game. You all know who you are, and I can’t thank you guys enough!

Also to Brian Keong, I’m sorry I haven’t forgotten your sprite, I’m just really swamped getting ready for Indiecade, so expect it next blog post, sorry!

Back From The Dead

So I might just be working on Lone Survivor again.  Might meaning am.  I know I said it was unfinishable – but I must finish the unfinishable if I want to make a success of this indie lark.  And that’s exactly what I plan to do.

I’ve now christened my tool ‘TELEPLAY’ – it’s the combination of the visual editor written in BlitzMax, and the Flash project which runs the games made in the editor, which all runs on HAL-script (the high-level adventure language, natch.)

TELEPLAY is now 99% feature complete, and this means that work on Lone Survivor is progressing nicely at last.  Although I may miss my original goal of releasing it in time for IGF entry, I think it’ll have been worth the wait.  My plan currently is to go full-time indie from sometime in the new year.  2011 is the year Superflat Games will get serious!

To keep y’all sweet, here’s a recent screenie, showcasing the inventory system:

Lone Survivor – coming early 2011

El Crab Shack

I wonder when they sold their last crab?

Just to let you guys know things are being worked on.  I think it won’t be long before I can put together a teaser trailer as it’s getting to a decent level of polish now.  Have completed about 30% of the art and animation, only about 5% of the sound though.  But I plan to be actively working on that from now on (taking a break from my music career to do so).

I plan to enter Lone Surivor into IGF this year, and have the game finished by New Year… so wish me luck! As El Crab Shack’s owner likes to say: ‘Go Loco!’

Lone Survivor

I’ll let this wonderful image, courtesy of the equally wonderful Bento Smile, speak for itself.  It’s of the protagonist of Lone Survivor, also known as ‘You’.

It’s my first ever piece of ‘fanart’ (although really it’s ‘friendart’) – and for reason that it totally made my week.  Now onwards and upwards: the final stage begins.