Loading...
2
11 months ago

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


In the context of this game in particular, Sub-Weapons act as an extension to the player's core moveset. Providing them with two special action commands that each cost morale to use.

With the addition of these two features, all the core mechanics have been complete, and the game is now in the Alpha stages. I will be focusing on adding more Sub-Weapons, enemy types, and waves.


If you want full context for what game I'm trying to make, I suggest that you watch this video I've recently uploaded: https://youtu.be/MDZ3udvGsEI

Along with that, if you wish to actively keep track of the game's progress, the project is open-source and hosted on GitHub if you wish to check it out.

https://github.com/ProarchwasTaken/tld_skirmish

Another way of tracking the game is by joining the discord server as well. Through the use of web-hooks an automatic message is sent every time a commit as been pushed to the GitHub repo.

https://discord.gg/MB75uMs9De



0 comments

Loading...

Next up

After 7 months and 26 days, I finally finished a game for the first time.

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.

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?

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.

@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 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.

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…

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

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