Here's a video where I talk through the nitty gritty of how my soon-to-be-finished roguelike game "B-Grade Renegade: Race to the Rocket" plays out!
I talk through the thinking behind my game design, and show the game in action.
B-Grade Renegade is a game I've been working on for many years now, on and off.
You play as Foxy Scavenger, making her way across the country to reach the last rocket before it blasts off, leaving behind the destroyed Earth.
It's main platform is iPad, and it works great on an iPad Mini, or a full size iPad. It also plays well on an iPhone 6 or 7 +.
I'm also going to put it out for Mac game on Steam and the App Store.
I'd love to hear any feedback, comments and suggestions!
Q: Are people into this sort of game?
Q: Would you play it on iPad, iPhone, Mac or PC?
Q: What would make it better?
Q: What don't you like about it?
Enjoy!
Showing posts with label Top Down Zombie Action Game. Show all posts
Showing posts with label Top Down Zombie Action Game. Show all posts
Sunday, March 26, 2017
Thursday, July 18, 2013
B-Grade Renegade: Pre-Alpha Trailer (in development gameplay footage)
PAX Australia is just around the corner! The first time this big US games show has been outside American, and it's right here in Melbourne, my home town!
I've been preparing a Pre-Alpha demo build of my game to take along on the iPad and show people. I've also made a video to show the latest updates! It's come a long way since my last video, and it's really taking shape. So here it is!
I've been preparing a Pre-Alpha demo build of my game to take along on the iPad and show people. I've also made a video to show the latest updates! It's come a long way since my last video, and it's really taking shape. So here it is!
Thursday, December 6, 2012
Top Down Zombie Action Game - Status Update
Here's a look at my current game I'm working on...
I've been working on the Weapons and Vehicles.
I'm trying a lot of new things in this game, using Tables in a much more extensive way than in previous games.
I'm expanding on things that I tried in a basic way in Pulp Diction, and taking them much further. Specifically, I have all the weapons in a table, defining a full set of attributes such as ReloadTime, ClipCapacity, BulletRange, DamagePerBullet, etc. That way, the actual Weapon Actor is a single actor, but can take on the form of any number of different weapons.
Likewise, my Vehicle Actor can take the form of any number of vehicles, taking their Acceleration, Top Speed, SteerRate, etc from a table.
I'm also using a HudSpawner actor, which spawns all the different elements of the HUD, and they resize and position themselves around the screen as appropriate (depending on which device they're running on).
Next I'll be moving on to actually dealing with the missions themselves.
Please excuse some amount of silliness and bad language. If you leave me alone too long, I become foolish. :)
I've been working on the Weapons and Vehicles.
I'm trying a lot of new things in this game, using Tables in a much more extensive way than in previous games.
I'm expanding on things that I tried in a basic way in Pulp Diction, and taking them much further. Specifically, I have all the weapons in a table, defining a full set of attributes such as ReloadTime, ClipCapacity, BulletRange, DamagePerBullet, etc. That way, the actual Weapon Actor is a single actor, but can take on the form of any number of different weapons.
Likewise, my Vehicle Actor can take the form of any number of vehicles, taking their Acceleration, Top Speed, SteerRate, etc from a table.
I'm also using a HudSpawner actor, which spawns all the different elements of the HUD, and they resize and position themselves around the screen as appropriate (depending on which device they're running on).
Next I'll be moving on to actually dealing with the missions themselves.
Please excuse some amount of silliness and bad language. If you leave me alone too long, I become foolish. :)
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