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19
11 months ago

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.




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

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…

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

Happy #WIPWednesday! Are you working on a game? Making some art? Practicing a song? Something else? Tell us in the comments!

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

@Dave_Microwaves_Games is a Jolter to Watch and indie horror dev! Follow @Dave_Microwaves_Games before the quest ends on July 1 and you'll get Coins!

Made the thumbnail for my game through the use of blender. Not gonna lie, this has to be the best piece of art I've ever made in my life. Feel free to screenshot.

Made this neat little pixel art. It took me over an afternoon and it's not the best, but I'm still satisfied on how it turned out. I made it while using a limited color palette if that matters.

Our first post is a gif because we are BRAVE It's not moving in the preview but here we goooooo

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?