Saturday, May 23, 2015

Roguaholic - Project is now Complete!

Roguaholic is finally complete! You can play and download the full version HERE. (Windows, Mac and Linux)

Gameplay screenshot

I'm also testing something new, a WebGL build. There is a HTML player on the game page and the game should work just like the standalone client. I can't seem to find the solution for a bug where if you click outsite the game window, you can't get it focused again and reloading the page is necessary.

The final version of the game has all the previous features and more:
Endless gameplay with increasing difficulty.
Online leaderboards for GameJolt users.

Hover over an Item or Floor Status to see its description.
New health representation besides hitpoints number.
Gamelog fixed, lines should be wrap inside the box.
Toggle Sound button. (not working on HTML build)

4 Floor modifiers: 
Darkness - Lights off.
Inverse Controls - Horizontal is now Vertical.
Trippy - Each step you get random + hitpoints. (Random range is -5 to +5)
Double Sized Floor - Double the floor size, also the walls and food.

4 Achievements:
Immortal (Bronze) - Player's health higher than 300 hitpoints.
Score Freak (Silver) - Player's score higher than 100.000 points.
Underworld (Gold) - Get to the 30th floor.
Full Set Knigt (Platinum) - Equip the full set of items.

5 Items:
Helmet - Increases the light radius for darkness floors. Durability: Inifinite.
Armor  - Regenerates 10 health everytime you reach an exit from a floor. Durabilty: 3 floors.
Boots   - Prevents damage taken from walking. Durability: 20 steps.
Shield  - Absorbs 20 damage from enemies. Durability 20 damage.
Sword  - Double your attack damage, one hit walls. Durability: 5 attacks.

2 Enemies:
Skeleton - Attacks for 10 damage.
Necromancer - Attacks for 20 damage.

Thanks everyone who supported and watched the developement of the game live. I appreciate every comment and feedback.
Again, this game is based on this TUTORIAL

Saturday, May 16, 2015

Roguaholic - First build released!

Roguaholic first build is available for download HERE

The core mechanics of the game are working but some components like sound effects, large number of items and floor modifications/sizes are still missing. That being said, the game can become repetitive faster than intended for now. I'd appreciate any kind of feedback to the game, since it's the first build.

First build, featuring:

  • 2 floor modifiers (darkness and inverse controls)
  • 4 achievements (bronze, silver, gold and platinum)
  • Endless gameplay, survive as long as you can
  • Inventory UI with mouse hover to see item descriptions and a game log at the bottom of the screen
  • 5 items, one for each body equipment slot
  • 2 kinds of enemies
  • Online GameJolt leaderscores board, make an account and get to the top
I'm still streaming the development of this game live at, follow to watch me live!

I had some major issues with the WebGL version, so the HTML player won't be available until I sort it out. The standalone client on the other hand is working perfectly as intended.

Wednesday, May 13, 2015

Roguaholic and TwitchTV

This update post has two exciting news, I'm currently working on a project called Roguaholic AND streaming it live. Roguaholic is a simple 2D turn based roguelike game where you need to reach the exit of each level/room while picking up items, gathering food and avoiding evil creatures. 
Roguaholic banner
The goal is survive as long as you can. In order to do that you need to keep in mind that each step you take costs your life, I mean.. literally. The rules are pretty simple:  
  • Each step costs 1 hitpoints.
  • You can't attack the enemies, you need to avoid them.
  • Move towards the skull boxes twice to destroy them. If you are lucky, sometimes you'll get a reward for that.
  • There is a small inventory that automatically equips every item you get. Hover the mouse over them to see the item description. The little number over the items represent their durability, if that number reaches zero, they break.
  • There is a score system to reward every action you make, the game score system is connected to GameJolt Leaderboards page, so your score will be on the online ranking.

After a certain level, each room has a chance to get a modifier to it. For now there are just two of them, Darkness and Inverse Controls.
Level Status: Darnkess

 It's a really simple project inspired on the Roguelike Unity Tutorial. It's a lot less complex compared to Sisters and it should be complete very soon.
I've been streaming the development of the game live on TwitchTV, stop by sometime to chat or just listen to some music. Follow the channel to know when I'm online!

Thursday, January 22, 2015

Sisters v2.1 - Hotfix Patch!

Hello everybody,

Sisters 2.1 hotfix patch is correcting some bugs from 2.0 and some major changes on lighting and vision.

I finally added fog and adjusted the game brightness, everything is clearer and less pitch dark. There are some changes I need to apply to balance the game now, but it won't be on this patch.

Patch notes:
- Increased the brightness
- Added fog
- Fixed typos
- Trigger and timers adjustments
- Music and sound tweaks
- Minor changes.

This is what the game looks like right now.
The cemetery - you can notice the fog and see much further than before

Link to download:

Tuesday, December 30, 2014

Sisters - The Ritual v.2.0 Patch Notes and Update

This is it, I finally fixed all the bugs of the previous version and added a lot of more features to the game.

I'm very excited to see people's reactions and feedback about the new version, there's a lot of effort put into it. With no more further ado, the patch notes:

Sisters - The Ritual v.2.0 alpha

Patch Notes:
  • Added Original Soundtrack
  • 'Catacombs' rooms revised
  • Reworked the AI mechanics (use your flashlight well)
  • Added more scary events
  • Added 2 endings (without the cutscene)
  • Removed camera animation from main menu screen
  • Added 'hints' in the beginning of the game
  • Added colliders on the starting area for better guidance for new players
  • Ritual mechanics fully functioning
  • Sisters textures changed
  • Added new furniture
  • Reworked stamina mechanics
  • Removed lower quality settings (causing a lot of problems on lighting and performance)
  • Added new option on the main menu (change quality settings in-game and info/controls)
  • Added two new options on the in-game menu (manual sound volume and track name)
  • Minor adjustments and bug fixes.
New main menu

Thats a pretty big list, I'm proud of this progress and it's very close to a final project now.

Link to download:

Friday, December 12, 2014

Sisters - Original Sountrack, Updates and Gameplay Videos

Hello guys, it's been a VERY busy month and I couldn't write what's happening to the game here. There are some exciting news about what's coming next on Sisters.

I'm very happy to announce that Sisters is just a few steps away from an ORIGINAL SOUNDTRACK! Yes, that's right, a completely original and specially made for the game by Andy Solace, you can check out some of the tracks here:

I'm still implementing the tracks to the game, not all of them are finished. But I must say, it's looking good.

A couple of days ago I received a message from a player at Game Jolt, he said he played the game and recorded it, he is a very nice guy and sounded really excited about playing it. He made three videos, three different playthroughs, discovered all the mysteries and in the final video, finally beat the game! I think he is the first one to do so and record it.

It was an amazing experience for me to watch those videos, seeing my game being played and people actually enjoying it, I can't describe the feeling. Also it's helping me a lot to fix bugs and game design problems, there are a lot of things that I didn't predict from players that I need to change. So, for the next version, I think the game beginning might change a little bit, I'll try to make it more friendly and don't let the player start to wander around without knowing anything about their goals.

Well, I'll put the links to the videos here, the first part is the one he gets to know the game, get used to the mechanics and the atmosphere:     

The second part he progress through the game and start finding items and solving some 'puzzles':

And finally, the third part where he find the items, solve the puzzles, curse me when get jump scared, and sings like a hero while he beats the game:

I'll work on bugs fixes, minor updates, text revising/hints, and inserting the tracks into the game for the next weeks. After I finish these steps, I'll start implementing the new areas and the game endings. Wish me luck!

As usual, if you want to download and play the game, check the link below:

Saturday, November 8, 2014

Sisters - Textures and Normal Maps update

Hello, this is a quick update on Sisters textures. In this post I'll compare some textures I've been working on this week, hopefully it can be improved.

I'm learning how to make Normal Maps and use Bumped Diffuse/Specular textures to make a more realistic environment. Normal maps are used to fake lighting, creating bumps and making the texture have a 3D look.

Here are some before/after screenshots to notice the difference. Click to enlarge.

Blood - Transparent/Bumped Specular texture slighly shinning. 

Walls - Bumped Diffuse texture

Walls, Floor, Roof - Bumped Diffuse texture

Walls, Gates - Bumped Diffuse wall and Bumped Specular gate high level of shininess 

Walls, Floor, Roof - Bumped Diffuse textures

Well, I made custom normal maps of all my current textures and this is the final result. I hope it gives a more realistic look and immersion to the game.

This changes aren't applied at the current game version, I'll release a new version soon.