Friday, April 11, 2014

Quick fix

LINK!

Just a quick fix. As always, feedback is more than welcome! :)

Thursday, April 10, 2014

Long time no post! But great news!

I've uploaded my first demo-like alpha version of the game. Any kind of feedback is more than welcome and will be rewarded with a <3!

You can contact me here, on my twitter (@_KittyKatKat) or at my e-mail nemanjat94@hotmail.com

Just extract and play! ^^

DOWNLOAD

To download, just click on Stable.zip text :)

Tuesday, April 8, 2014

Progress is made!


Today, I was pretty busy overall, not just with the project, but I’ve done a lot of smoothing, retexturing, GUI, recoding mechanics, tweaked player faces that change during different events, like if you get too close to the enemy, Blu gets a little scared etc. Again, every feedback is more than welcome!

For now I’ll do a couple of more changes to the GUI and all that, then I’m going for the level/stage choose screen. After that I’ll be redesigning stages 1 and 2 that I’ve already made and try to finish it all. After that, I’m off to finishing every stage (which would take a bit longer than you’d expect, since there are a few enemies that I have in mind, but haven’t coded in) and (probably) declaring beta when I’m done. 

After the beta, what I’m hoping to happen is that I’ll fix and tweak what’s missing in the game and when all is right, move to the next project. This is my first indie project. I did not know how to do everything, I asked, did a lot of research, but I can openly say that I got a lot of experience with how the computer works and how the game works, and I think (or at least hope) the next project might be something a lot more awesome than this for both me and the players.

By the way, I already have a general idea of my next project written down, but I’m not looking at it right now, since I’m liking this project more and more and I want to see it finished as best as it can.

Another thing to declare is that I’ll post the game on IndieDB, to which I will post the link later, so players might support me and give me general ideas and feedback straight on.

Last thing, that I forgot to mention, is that there will be shops in this game, and, again, I do not plan to implement any kind of micro-transaction system. I’m not doing this for money, I’m doing this for experience. When the time is right, and I feel that I’m ready to try to make a profit from my games, I might try something, but as only a starting indie, I’m not anywhere near that.

That is all, stay tuned! More meows are coming! ;)

Monday, April 7, 2014

2 gir... good news, 1 bad news!

pic: "What the hell is this, dude?!" -me imagining anyone looking at this.

Well the the first gi... (here I go again!) good news is that, as you can see I'm redoing the GUI! The second one would be that this is not the final version of what I have in mind. But I could use any kind of feedback, as I'm openly pretty new to 2D art. Seriously, no feedback is too irrelevant!

The bad news is that I'm not doing the Level/stage GUI and the Coins (which won't be coins any more, by the way, but more on that later...) GUI, simply because Photoshop crashed on me just as I was about to finish the Level/stage GUI - so I need to catch my breath! But I still have the sketch of it on the computer - so all is not forgotten!

I wanted to represent the full GUI today, but darn Photoshop! I promise I'll finish it tomorrow and then I can go to the next thing I planned - which would be player, enemies, walls etc textures. I may try to rush it since I like to keep my self of at least some kind of deadline, so I have a momentum.

Stay tuned! :)

A sneak peak


Just a sneak peak. The faces are a little bit dynamic and change during the events (not just with a random face animation) - call them 'smart faces'. Anyway, again, sorry, but I'm not yet ready to post any new info about what I've done and what I'm currently doing in polishing the game (mostly because things just start hitting me as I'm making and I'm making so many changes so fast). I will post as much as I can as soon as I can!

Until next meow!

Sunday, April 6, 2014

Cube Run plans are bright!

So, I'm going all out with the idea of the game now. This is just a small list of what I'm implementing into the game and what I'll be working on starting today. I'm a perfectionist, so I don't want the game to come out just as some test where I'm testing my programming skills as an indie, but I want to reach my current limits and possibly even break them, stepping out with a very polished game, that is very challenging by my standards and is fun to both a 5 year old, as well as a 20 year old.

note: These might and probably will change in time of development.

So what I'm planning, pretty much is as follows:
  • 60 levels (10 stages of 6 levels each - though there is a high chance of the final stage level being a "double level") + 1 bonus level!
  • Enemies and buffs, such as Reds (from previous screenshots), Spikes (also from previous screenshots), Teleport Pads, Shield buffs, Ambushers, Stalkers, Skycubers, Fakes, Tridudes and a special boss that I'm keepin' a secret! ;)
  • Shops with only in-game currency items (no micro-transactions planned)
  • Custom main Cube.
  • World stage and level choice.
  • A cute storyline that I'm currently working on!
  • I'm talking with some guys that know music and I'm trying to get something that would really fit the game a lot!
  • Very challenging experience (I'll probably get a lot of compliments about this one!)
  • Release for Windows and Android - but if I'd get volunteers, after the game got released, that would like to test the game on their iPhones and/or Windows Phones, I'd be happy to get it for them as well!

That's it for now, I think (I probably didn't put everything I wanted on the list, of course, sorry, I should've written it down earlier).

I'll post more info as soon as I can. Again, I'd really like the game to get released as soon as possible, because I could really use some opinion about it from the general public.

Don't forget to follow me here, on twitter, or on tumbler!

Meow you later!

Saturday, April 5, 2014

Introduction and progress

Heya! My name is Nemanja. I'm a 20 year old from a small country of Serbia.

I've worked as a computer tech for 2 years and currently I'm an software engineer student. I've been programming since I was around 13, but I've only started to get really into it a few years ago.

If you're coming from twitter, you already know I'm an avid pizza eater and coffee drinker! :3

Now I'm a starting indie game developer. I do love video games and my big wish would be to become a game developer. Be it a successful (program-wise, not money-wise) indie dev, or a company dev.

So, my first project is called Cube Run. It started out as a simple project just to test out my skills with the engine, but it quickly turned into an idea that I think players might enjoy! I've posted a few posts on Tumblr and I'm often posting on twitter (follow me on @_KittyKatKat ). Here are a few screenshots:

note: What you see is very much how the game will not look like in the end. I am planning on polishing the game in every aspect. I'm keeping the cubic look though, who can hate it! :)

Another thing worth mentioning is that the game will not be easy. Again, I'm a gamer my self, and I couldn't stand my game being too easy, now that I'm in control of it.

I'll try to get the game out as soon as possible, as I want it to get to the public ASAP.

That's it for the first post! ^^

Again, don't forget to follow me on Twitter or Tumblr, where I'm also posting news and info!