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
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):
Version 0.0.2 now available:
Or click below to visit Slay the Beast on IndieDB:
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:
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 →