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Messages - logophil

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Early Dev / Re: Xenomarine (Demo Version 2.2 released)
« on: February 23, 2017, 11:12:36 AM »
Demo version 2.2.0 has just been released on https://logophil.itch.io/xenomarine.

This update includes a very large number of UI improvements, game balance adjustments and bug fixes. Highlights include significant improvements to keyboard ranged combat controls, an advanced inventory sorting function, animation for the player sprite, and a number of new items to be found and used - such as the personal teleport device!

Here is a screenshot of the new keyboard target acquisition controls in action:



Full changelog: http://www.devlog.ascifiroguelike.com/#home

2
Early Dev / Re: Xenomarine (Demo Version 2.0 released)
« on: December 22, 2016, 09:46:31 AM »
Another significant update the Demo has just been released on https://logophil.itch.io/xenomarine.

Key new features in version 2.1.0 are:

  • Traps (with trap skill now used to detect, disarm, and eventually acquire and redeploy traps)
  • Revamped level lighting and atmosphere sounds, including new ‘emergency lighting’
  • UI improvements: Auto-torch feature, improved ‘fast move’ keyboard controls
  • Morguefiles - detailed player stats on death and for each highscore
  • New level features: eggs that hatch aliens, persistent blood spatter
  • 10 new damage types and status effects (e.g. acid, hallucination, poison) with new icons for each

IndieDB article: http://www.indiedb.com/games/xenomarine/news/demo-version-210-released
Full changelog: http://www.devlog.ascifiroguelike.com/#home

Screenshots

Here are some screenshots of the new lighting and traps in version 2.1.0:





3
Early Dev / Re: Xenomarine (Demo Version 2.0 released)
« on: November 22, 2016, 07:00:48 PM »
The mechanic is simple and I really like it, maybe you can port this game on mobile also because it's only need 4 arrow keys input right ? And you just replace those arrow keys with swipes.

I'm glad you like it, I do plan to eventually port to tablet and possibly mobile (the UI is designed with this in mind) though actually I think the movement controls might be one of the harder things to port effectively, as there is also a 'strafe' function currently accessible by holding the shift key. I'm hoping some combination of tap and swipe will do the trick.

4
Early Dev / Re: Xenomarine (Demo Version 2.0 released)
« on: November 21, 2016, 07:31:10 PM »
hi, I really don't like keyboard controls, the "change player facing" mechanics is not working for me, if when player turn right the marine, a turn is gone. You should remove this "turning" mechanics or remove the action behind. Anyway, level 2 reached in 3 runs.. and no ranged weapon found, it's a bug ?

A notice after death if I press "New game", nothing happens..

Thanks for the feedback Gornova, I agree you probably should have found a ranged weapon after 3 runs, so I'll revisit the balance to make sure ranged weapons are a little easier to find. And sorry to hear about the 'new game' bug, I'm aware there are occasionally problems with clicking the home screen buttons, I've done bug-fixing in this area for v2.1.

I think I disagree about the turning mechanic though, if I remove the turn cost the directional FOV will be purely decorative and there would be no real difference to the gameplay of classic roguelikes which have vision in all directions (except that you would have to turn 360 degrees manually to see those directions). I say 'I think I disagree' because I'm not sure what you mean by 'remove the action behind'? By the way I'm not sure if you tried the alternate keyboard control schemes, you may find one of the others more to your liking.

5
Early Dev / Re: Xenomarine (Demo Version 2.0 released)
« on: September 23, 2016, 08:01:33 PM »
Version 2.0.0 of the Demo has just been released on https://logophil.itch.io/xenomarine. Following player feedback, this version features a lot more variety from the start of the game, including 5 new enemy types and more varied map layouts. It also offers better support for keyboard-only and mouse-only play-styles.

Key new features are the following:

  • 5 new enemy types, with distinctive enemy behaviour
  • maps include procedurally generated extra-large rooms and secret doors
  • many new mouse and keyboard controls
  • drag and drop for inventory
  • small and large minimap
  • status, low health and level-up effect indicators (e.g. for stimpack bonuses)

Full changelog: http://www.devlog.ascifiroguelike.com/#home
IndieDB article: http://www.indiedb.com/games/xenomarine/news/demo-version-200-released

Screenshots

Here are some screenshots from version 2.0.0:




6
Early Dev / Xenomarine (Demo Version 2.2 released)
« on: May 23, 2016, 07:11:37 AM »


Overview

Xenomarine is a sci-fi horror themed roguelike in which you play a space marine exploring a dark alien-infested space station. You start out with nothing but a crowbar, a torch running low on battery and some battered armor, and high hopes of finding some powerful alien tech!

Xenomarine is very much in development, but is currently available in a Demo (pre-Alpha) version featuring the first three levels. Currently the game looks like this:



Distinctive features
  • Infinite gameplay (no final level, levels just keep getting harder)
  • Atmospheric 3D coloured lighting and procedurally generated atmospheric sound
  • Player direction (with turn left/right commands)

Common roguelike features
  • Over 70 individually upgradable weapon types (approx 15 in Demo version)
  • Weapon and armour choices reflected in the 'look' of the player character
  • Unique useable items such as scanners, stimpacks and directional forcefields.
  • Interactable scenery: moveable crates, exploding barrels, functioning doors
  • Over 150 behaviourally distinct enemy types (11 in Demo version)
  • Multiple damage types and status effects
  • 60 trap types that can be acquired and reused by the player
  • Over 60 learnable skill upgrades
  • Crafting (basic items can be crafted and armor upgraded with the relevant skills)
  • Realistic sound effects



Links

Download the free demo: https://logophil.itch.io/xenomarine
Website: www.ascifiroguelike.com
Twitter: https://twitter.com/ascifiroguelike



7
Traditional Roguelikes (Turn Based) / Re: Xenomarine Demo Launch
« on: January 08, 2016, 03:55:36 PM »
It's only been a few days, but I've been working hard to fix a few niggling issues that have come to my attention since launching the demo - so I can now proudly present: version 1.1.0 (released today)!

BALANCE: minimum level size increased to ensure more gradual early character progression
BALANCE: reduced change of weapons with bonus characteristics
BALANCE: slightly increased scrap drop
BALANCE: reduced change of weapons with bonus characteristics
BALANCE: scrapping weapons now returns any ammo in the weapon to inventory.
FIX: Occasional error removed in weapon damage readout on mouseover in main game screen
FIX: Workbench now shows craftable weapons and armor with full ammo/condition, as they in fact are
FIX: Can now see mouseover info for ammo and scrap in inventory
FIX: Special damage resistances now working correctly for shields.
FIX: Mouseover weapon in main game screen now shows name of weapon
FIX: Alien health bar no longer sometimes off-centre
FIX: Bug fixed when starting new game returns to splash screen.

The most significant change is the first one. Some people pointed out something that had also occurred to me, namely that the early levels, especially the first one, could be very small at times, meaning that certain early stages of character development were sometimes skipped over.

Anyway I hope the update makes the demo version even more fun to play - I'm certainly enjoying it!

Would still really appreciate any feedback on the game so far!

8
Incubator / Xenomarine feedback
« on: January 05, 2016, 04:55:37 PM »
Hi All,

I've been working on XENOMARINE, a sci-fi graphical roguelike for about a year now. I haven’t shared this before today as I wanted to first get the game to a stage that illustrates it’s gameplay potential, and I feel I’ve finally got there - hooray! I now have a stable playable demo version, consisting of the first five fully-featured levels, which I’ve just made available for download on itch.io.

I’d love to get some feedback on the project from some real roguelike connoisseurs, (especially on level-design and item and weapon distribution, and also any bugs you find, but really any feedback would be great!) hence this post. I’m very open to using any suggestions received at this stage as I bring the game to completion over the coming year.

Here are the key features of the game:

-Simple mouse and keyboard interface

-Weapon and armour choices are reflected in the 'look' of your character
-Many thousands of possible weapon and armour combinations (including 'dual-wielding')

-Over 70 individually upgradable weapon types (approx 15 in Demo version)

-Unique useable items such as scanners, stimpacks and directional forcefields.

-Over 150 visually distinct enemy types (5 in Demo version)

-Multiple damage types and status effects
-Over 60 learnable skill upgrades

-Crafting (basic items can be crafted and armor upgraded with the relevant skills)

-Interactable scenery: moveable crates, exploding barrels, functioning doors

-Realistic sound effects

-Over 50 unique randomly generated levels (5 in Demo version)

-Infinite gameplay
- levels get harder and harder until you die: complete as many as you can! (Not in Demo)

-Permadeath 

-Classic highscore board



Instead of posting some bad screenshots, here is the link to the website. It has a video trailer which should give a good idea of the game, and has a link to download the free demo (for PC, Mac and Linux):

http://www.ascifiroguelike.com/

Any and all feedback much appreciated!

9
Hi All,

I've been working on XENOMARINE, a sci-fi graphical roguelike for about a year now. I haven’t shared this before today as I wanted to first get the game to a stage that illustrates it’s gameplay potential, and I feel I’ve finally got there - hooray! I now have a stable playable demo version, consisting of the first five fully-featured levels, which I’ve just made available for download on itch.io.

Here are the key features of the game:

-Simple mouse and keyboard interface

-Weapon and armour choices are reflected in the 'look' of your character
-Many thousands of possible weapon and armour combinations (including 'dual-wielding')

-Over 70 individually upgradable weapon types (approx 15 in Demo version)

-Unique useable items such as scanners, stimpacks and directional forcefields.

-Over 150 visually distinct enemy types (5 in Demo version)

-Multiple damage types and status effects

-Over 60 learnable skill upgrades

-Crafting (basic items can be crafted and armor upgraded with the relevant skills)

-Interactable scenery: moveable crates, exploding barrels, functioning doors

-Realistic sound effects

-Over 50 unique randomly generated levels (5 in Demo version)

-Infinite gameplay
- levels get harder and harder until you die: complete as many as you can! (Not in Demo)

-Permadeath

-Classic highscore board



Instead of posting some bad screenshots, here is the link to the website. It has a video trailer which should give a good idea of the game, and has a link to download the free demo (for PC, Mac and Linux):

http://www.ascifiroguelike.com/

Any and all feedback will be greatly appreciated, and may help shape the future direction of the game!

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