The guys of Pixabyte made a preview video of Splatter! How cool is this? Seriously: I’m very thankful that Jordan put up with the current development version and its quirks to make this video. And I think he likes what he saw! Watch and judge for yourself:
State of the Art
A lot of cool things happened to us lately! The first thing: we have been contacted by Good Old Games! Nothing is settled, yet, but the whole fact that *they* contacted *us* is incredible encouraging. So now we need to push even harder!
So what’s new? We struggled the last few days to put out a new build for IGF2013. In this build another two levels are touched up and polished, which is a good incentive to show pictures of it! Click for larger size!
The village map: sort of a “quest hub” where you can do side missions and dig up a few little secrets on the side. No shooting in this map, in fact you get your weapons taken away at the beginning and only get them back when you decide to leave. We played alot with small light sources to give the map a “Global Illumination” appearance, and I really like the outcome.
The beetle map: a side mission to explore a cave and find the source of the recent beetle invasion. Meet the beetles! They’re blind, but react on ground shakes. That means that your fear-inflicting flares won’t bother them! But it also means that, if you’re walking slowly and don’t do noisy things, you can get past them without a single shot!
We implemented the first Arcade game mode: the classic survival mode with “endless waves of enemies” gameplay, but each map has a special feature that you can exploit for better scores. The final score is then transmitted to online leaderboards. We are currently building a little framework for this, and intend to publish it as OpenSource. Thomas is not that experienced in PHP/MySQL, thus we hope the publishing will improve the security and reliability of the framework. In the end we hope to achieve a framework that everyone can use to host her/his own leaderboards.
Technology Trailer
Hey there! We have a new video for your eyes to consume! This time we show a few of the graphics effects we built into Splatter. Watch it here, at the Media page or over there at Youtube.
Easy times, difficult times…
Hello there! Yes, we’ve been silent for quite a while now. No, that doesn’t mean we’re down. Truth to be told: we had some difficult times lately. Both Michael and I had to do some jobs to earn money. It’s not the end of the world, but it consumes time that I’d prefer to spend on Splatter development.
But hey! Look at what we got done in the meantime! More main story content, a bazillion usability fixes, improved sound, and especially better graphics and lighting. You can judge for yourself by heading over to the Media page. The stuff not shown there includes a boss fight against a zombie-controlled harvester that you can drive yourself afterwards, an electric spirit chasing you and a cellar laboratory filled with venomous gases. Interesting times, indeed.
Speaking of “interesting times”: Splatter scored first place of all project presentations at the small-but-great indie gathering Devmania! Cool people there! I also submitted Splatter to the Independent Games Festival – such a deadline always brings out the best in everyone Wish us luck!