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
I can’t think of any more appropriate back-of-the-box quote than that for Itano Alpha Flight, my latest game on Xbox Live Indie Games. This game is all about missiles, yours and your enemies. It’s a little bit of Afterburner, a little bit of Macross, and a whole lot of action.
Alrighty then, it’s been about 3 months since I released Robot Legions on Xbox Live Indie Games so I think it’s about time I came out about how it’s been selling. Before I get into the numbers, let me preface by saying that I’m definitely not buying a private island any time soon. Hell, with these sort of numbers I’m not quitting my day job any time soon either. Which is fine because I rather like my job. (And we’re hiring. Nudge, nudge.) Continue reading →
It’s February and I’ve been at #OneGameAMonth for about 6 weeks now, so I thought it was about time to comment on how it’s going.
Before that though, a few words about why I’m doing #OneGameAMonth (#1GAM for short) in the first place. Here is the mission statement from my #OneGameAMonth profile page:
My biggest hope in joining #OneGameAMonth is to use it as a chance to challenge all my assumptions about how games should be made. By holding to the seemingly impossible goal of One Game a Month, I hope to find what I need to change (and what I’m unwilling to sacrifice) in order to make more, better games. Also, making friends and becoming AWESOME!
My main goal is to challenge myself to approach game development in ways that I haven’t before. So, this is how am I doing so far: Continue reading →
I’m proud to announce that the latest update for Robot Legions is now available on Xbox Live Indie Games. You can grab it from the Indie Games section of your Xbox 360 or over the web from this page.
This update improves upon the original with new graphical effects and an added ability for the player to toggle their firing modes. Now you can switch between synced and alternating fire modes allowing you to choose between accuracy and rate-of-fire as best fits the situation. Continue reading →
A couple weeks ago, I released Robot Legions on Xbox Live Indie Games. It is available now for 80 Microsoft Points. I also released a trailer for the game:
But wait, there’s more! I’m not the only one posting on YouTube about Robot Legions. Here are a few picks from other folks talking about and playing Robot Legions on their Xbox 360s: Continue reading →
After a brief stint in iOS development, I’m back to my Xbox Live Indie Games ways. For some games, you really need a physical controller in order for them to feel right. That feel is something I’ve really focused on in my latest project.
Robot Legions is a new twin-stick arena shooter for the Xbox 360. It features several different enemy types, each with unique behavior. As players defeat enemies, they will collect cash that they can use to upgrade their defense and firepower. The game also features several special feats to accomplish for players who want an extra challenge. Continue reading →
Note: This a re-post from my old blog, originally posted June 2010
On June 11, 2010, I released my first indie game, Legend of the Rune Lords, on Xbox Live Indie Games. LotRL is a short role-playing game featuring many of the trappings of full RPGs: stat-driven combat, leveling, multiple characters, and a cutscene-driven story. While hardly a great game, I think that it stands as a good example of what a determined (or at least stubborn) individual can accomplish in their spare time even while crunching at their day job. Continue reading →