Synchrex Dev Blog ENG

Indie game developer blog

Posts tagged game dev

Streaming One Game a Month - Action RPG!

(In a few minutes)

Hey, I remembered that I have a blog!

Little activity on the blog, a lot of work out of it.

With Dimension of Cubes” temporarily suspended now we are focusing on a new project that may be promising. We get in full in the realm of strategy games, especially since we are developing something with high influences from games like Dungeon Keeper and especially “Theme Hospital. Nostalgic play sessions in search of inspiration are interspersed with hours of work.

We still can not give dates, there is much work ahead, but we work at a high pace to have something soon. And discoveries like this consolle for Game Maker significantly increase our creativity. And our bugs, I must say, but that’s the fun part.

We have some ideas for other projects (I found a 2D physics engine for Game Maker who is screaming use me), but all in good time

image

It’s too appealing. It’s beyond my strength.

Things we should be doing right now

I made a list of things to do, and it look so pretty that I decided to make it public so you can see what we do!

You can view it here, although I’m struggling with Tumblr in order to integrate it into the blog.

room = rm_testcol;

That’s the code I’ve been writing over and over again in recent days.

Basically is what makes the game go directly to the debug room I use to check collisions.

I hate collisions.

I have spent the last week or so trying to fix a bug in the first version of Dimension of Cubes”, by which you could get stuck if a cube materialized while you would jump.

But, after hours of calculations and desperate searches on Google, I found the solution.

Now, if a cube is materialized in your position, you are automatically transported to the top of the cube It is a way to avoid bugs and a skilled player can use it to fast forward through the levels. And for his life in a fall, if you are lucky enough to have a cube nearby when you fall.

And it worked right the first time!

…Well, almost.

Yaru

The Ludum Dare October Challenge ended a few days ago, and sadly “Dimension of Cubes” notwas purchased in time to be among the winners.But we have had at least one purchase!From here our thanks to who has bothered to buy the game. We are already working on animproved version, which will probably be ready for the beginning of the year, besideshaving in mind a couple of interesting ideas…still cannot say much.We apologize for the low rate of updates. Too much work, little free time, boringdays of rain, too much Left 4 Dead 2 to play, these things…
Yaru

The Ludum Dare October Challenge ended a few days ago, and sadly “Dimension of Cubes” not
was purchased in time to be among the winners.

But we have had at least one purchase!

From here our thanks to who has bothered to buy the game. We are already working on an
improved version, which will probably be ready for the beginning of the year, besides
having in mind a couple of interesting ideas…still cannot say much.

We apologize for the low rate of updates. Too much work, little free time, boring
days of rain, too much Left 4 Dead 2 to play, these things…

Yaru

We are on IndieDB!

You can see our profile here:
http://www.indiedb.com/company/synchrex
And here is the profile of Dimension of Cubes, our project for the Ludum Dare.
http://www.indiedb.com/games/dimension-of-cubes
Soon, also on Desura!

A secondary project in a very early stage of development.

A secondary project in a very early stage of development.

The life of the programmer

The life of the programmer

Working hard (or the importance of save the changes every five minutes)

There’s been little things in the blog due to high productivity. It’s a good reason.
The Game-Maker-Thing level design is progressing slowly. Thinking of obstacles is far more fun than I expected. Although this town have a habit of running out light continuously and little of what I do is conserved. Coding here is a risky job

Maybe we will be able to show graphic material very soon. Maenen has a computer at full capacity again
and we are working on having the graphics ready as soon as posible.
Well, actually we are focused on making her finish Portal. Long story short; now her productivity is focused on psychopathic robots. It’s fantastic.

Ending with a thought: Valve makes Greenlight, a system in which users can decide what games they want on Steam, and after some problems with some users, they put a $100 fee to submit a game. You would have to pay $100 for trying to publish a game (which could be free to play and without benefits) and it’s not even insured that it will be published? Seriously, Valve?

Yaru

Future projects

As we continue working in our principal project (December is coming and there is much to do. Today, turrets. No, they don’t talk) frequently ideas come that we can’t take advantage now, but they can be valuables in the future.

Or that is the theory. In fact, most of the ideas come when you are far from the pc and can’t write them. Specifically, the last come while I was playing Eternal Darkness.

I’m not very fan of the Survival Horror (coward and traumatized, bad combination) but I have a special love to this game, in special for the cordure system what sets apart from the rest. It’s an undervalued game

And about the sanity system I want to make something up. I’m considering to try make something similar once we are mostly finished. We don’t want to make the new ‘Amnesia’, but trying to scare people is something appealing. Maybe with graphics effects, sounds… sutile things.

(I didn’t remember how immensely epic Oblivion is. Bethesda, I love you. Even if there’s bugs,)

Yaru