Slay the Beast 0.0.9 for Windows on IndieDB

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So, I’ve been plugging away at Slay the Beast and posting builds on IndieDB. It’s… pretty cool actually. I admit that I was a bit cautious going into the whole “open development” thing, but posting regular builds to IndieDB has been really enlightening and encouraged me to ferret out many bugs that I might otherwise have let fester. So, yay that!

In other, highly-related, news, I’ve release version 0.0.9 of Slay the Beast for your consumption.
Since the last build I have:

  • Fixed characters not flashing red on fatal blow
  • Knight will now fall in different directions depending on direction of fatal blow
  • Added blue glow at base of flame attacks
  • Added particle effects to fireball and slash impacts
  • Fixed race-condition crash going from menu to in-game
  • Archdemon can now turn-around by pressing RB (Right Bumper) / P on Keyboard
  • Fixed some garbage collection issues
  • Added particle effects on Knight and Archdemon death
  • Fixed Knight knockback logic to be framerate independent
  • Fireballs that land outside arena no longer spawn flames inside the arena
  • Added shadow under fireballs
  • Added breakable candles that release power-ups that can be used by heroes

Hit the link to enjoy the chaos:
Slay the Beast PRE-ALPHA 0.0.9 (Windows)

Slay the Beast 0.0.3 for Windows is Now Available on Indie DB

BeastSS007

A new version of my latest indie game, Slay the Beast, is now available on IndieDB. This build fixes several bugs and adds new Knight abilities.

New features / fixes in this build:

  • Made Demon spit attack slightly faster
  • Added Dash / Air-Dash ability to Knight
  • Fixed bug where demon could get stuck in a waiting-to-respawn state
  • Fixed animations and particles persisting between rounds
  • Added Slash Projectile when Knight attacks with full HP
  • Made life bars dual-layered so it’s easier to see recent damage inflicted
  • Fixed intermittent boot crash

Just hit the button below to download version 0.0.3:
Slay the Beast PRE-ALPHA 0.0.3 (Windows)

Click this banner to visit Slay the Beast on IndieDB:
Slay the Beast

Slay the Beast PRE-ALPHA Windows Build 0.0.1 Now Available on IndieDB!

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The first build of Slay the Beast is now available on IndieDB for you to download and play.

This is an early PRE-ALPHA version of the game. This means that it is very far from feature complete. It is not representative of the final product. As development continues, this game will continue to be updated and have new features added regularly.

This version of Slay the Beast is for 2 players to compete in a 2-round match between a heroic Knight and a powerful Archdemon.

Just hit the button below to download the build (Version 0.0.1):
Slay the Beast PRE-ALPHA 0.0.1 (Windows)

UPDATE:
Version 0.0.2 now available:
Slay the Beast PRE-ALPHA 0.0.2 (Windows)

Or click below to visit Slay the Beast on IndieDB:
Slay the Beast

New Project, New Screenshot – Slay the Beast

While I may not be updating my blog very often lately, I assure you that I’ve been staying busy.

As proof, here’s a (very) early work-in-progress screenshot of my current indie game project, Slay the Beast:
BeastSS001

Slay the Beast is a versus fighting game where one player controls a huge boss-level monster. While the other player controls a puny (but respawning) hero. The sprites are from Oryx Design Lab‘s Hifi Gothic Set and animation is done with Spine, from Esoteric Software.

The game is still at an early stage of development. Heck, I just started this project a few weeks ago! However, I plan on making WIP builds available soon. Stay tuned for more news.
Continue reading

Taking a Break

Sunset with hammock at Rum Point
When I first started this blog, I committed to a weekly update schedule. Since my last post I’ve started to drift from that schedule. That last post was on burnout no less, not entirely a coincidence.

Lately, my plate (from both a professional and a personal perspective) has been particularly full and I’ve been finding it hard to muster the energy necessary to research and write my weekly post. While time is a factor, I think this is more about having sufficient emotional energy left over after everything else going on in my life. Therefore, I’ve decided to take a break from my regularly scheduled blog posts while I sort things out.

I don’t think I’ll stop posting on Game Dev Without a Cause entirely. I will probably still post occasionally just not at the original once-a-week schedule. I hope I’ll get back to regularly writing blog posts soon. And I hope you’ll be here to read what I have to say. Most of all, I hope that you’ll forgive the cliche of using a hammock in the sunset as the cover picture for this post.

See you soon,
Rob

Burnout, Not Paradise

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So, yeah.
The last few months have been pretty darn busy. Hobby-life, work-life, personal-life, everything seemed to peak right about the end of February. I’ll be honest. I’m feeling pretty tired. I may even be feeling, dare I say it: burned-out.

Well, not full-on “burned-out” I don’t think. That’s actually a pretty major state of affairs. Still, I’m starting to notice some warning signs and I’ve had trouble bringing 100% of my power to bear on any task lately, be it was work or at home.

Now, the advice I’m about to give is not based on any particular professional expertise. Indeed, I’m about as layman as they come. But, I am someone who has worked himself to the point where I had to take a stress-induced leave from work so I thought I’d share some of the signs I watch for with regards to my emotional health.

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#OneGameAMonth Update: Itano Alpha Flight

ItanoTitle

Okay, okay. I’m about two weeks late but I finally finished up my February #OneGameAMonth entry. In my defense, I did have a confluence of life and work events knock into my schedule. But, that’s neither here nor there. I said One Game a Month.

As I mentioned previously, my goal for February’s game was to capture some of that Itano Circus feel. With that in mind, I even went so far as to name the game “Itano Alpha Flight”. And now the game is available for you to play.
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Game Design Keywords: Escalation

gun-mine-is-bigger
Prank wars have an ugly habit of spinning out of control. One person pranks another, then the victim gets back at the prankster with a prank of their own. The original prankster raises the stakes with another prank and so on and so forth.

While this sort of escalation is the kind of situation you want to avoid in real life, it is a powerful tool in game design. As a matter of fact, you can find some element of escalation in almost any game worth playing. Continue reading