1 month ago

I finished the 2nd stage for my game. I intend for the game to randomly select one upon starting a new run.

How I usually make these is by using Aseprite for the sprite work, and GIMP to put everything together. An interesting way to do things right?




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For the past 69 days, I've been working on a new game. This is what I've got done in that amount of time. I'm planning for it to be a small wave-based fighter, where you have to survive against multiple waves of enemies. #tld_skirmish #prealpha

Beta 0.1.3 - Changelog

Added a sub-menu to the pause menu that displays the controls. Replaced musket inaccuracy, and implemented exhaustion.

Check out the full devlog for more info: https://lorenarc.itch.io/tld-lorenzo/devlog/696796/beta-013-chan…

I've implemented the basic gameplay loop. It seems to work like a charm. Now all that's left is to implement one more thing, and game would finally reach the alpha stages. If you've been following the series and my work, you can guess what that is.

Happy #WIPWednesday!

Are you working on a game?

Making some art?

Practicing a song?

Something else?

Tell us in the comments!

Check out this sick clip I just hit. (And the new enemy, but who cares.)

Happy #WIPWednesday!

Are you working on a game?

Making some art?

Practicing a song?

Something else?

Tell us in the comments!

Implemented a new Enemy and Sub-Weapon. Adding a little more mechanical variety to my game.

I reworked the pause screen and implemented a radar to my game. I really like what I did here especially with the pause screen as I made the black bars slide in using linear interpolation.

Unfortunately the 16 FPS gif doesn't do it justice though...

@balmut is a Jolter to Watch! They post great game dev updates! Follow them before the quest ends on October 15 and you'll get Coins!

Implemented Sub-Weapons and Morale. Which are both recurring mechanics in the True Human Tribulation series.