Another Screenshot!

It's been a while since I've posted anything.  As usual I'm nose deep developing the game; lately it's been doing level design.  Here's one of the rooms I did recently.  The critters you see are re-used from another area as I haven't coded the AI for this area's monsters yet.  The the background and the mushroom caps are animated.

Oh yeah, I left the ridiculously high frame rate showing.  Retro graphics are great for high frame rates!

Submitted to Dream Build Play!!!!

For the past month I've been getting Axiom Verge ready for Dream Build Play (or Dream.Build.Play as Microsoft wants us to call it), and for the month before that I was getting it ready for IndieCade.  So FINALLY I get to work on something other than making it all super polished for the judges.  It's like I've finished final exams or something (appropriate for this time of year!)

I'm not sure where I want to focus next.  More areas?  The automap screen?  The dialogue feed?  More expressions for the character portraits?  The sense of freedom is exhilerating.

And now I can play other video games without feeling guilty.  Analogue:  A Hate Story and Xenoblade Chronicles, I'm looking at you!

Super Exciting Save Game UI!!!

Evidently players aren't that excited about images or video of UI -they just assume it's there, somewhere, and that it works.  They don't really care much about it beyond that.  So my feelings won't be hurt if this post isn't that interesting to you.

But us developers can't get enough of UI - which you've probably noticed if you've ever watched a game trailer put together by a dev.  We love a good menu screen with text justification and tiled window borders and stuff.  So this goes out to all those UI-loving devs out there:  The Axiom Verge save game load screen!  This is an actual in-game screenshot of actual saves from me playing!  

(The middle one was saved before I'd implemented the elapsed play time feature, hence all the 0's).

 

Trace

Yep, it's up to this guy to save the day.

I'm admittedly somewhat trepidatious when it comes to the story of Axiom Verge.  You see, as anyone who's played video games is aware, game designers love embellishing their interactive entertainment with weighty dialogue - even when they're not especially good at it, or when it's not appropriate for the particular game.  Oftentimes, both.  How am I to know I'm not one of them?

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IndieGamerChick.com

If you still haven't been to IndieGamerChick.com, you ought to check it out - provided you can handle a little (OK, a lot  of) sarcasm.  She specializes in some of the most hilarious scathings I've ever read.  Seriously, she makes Jim Sterling of Destructoid look like Mother Theresa.

Anyway, she included Axiom Verge in her latest trailer roundup, Indies in Due Time:

http://indiegamerchick.com/2012/05/19/indies-in-due-time-may-19-2012-i-love-the-polish-edition/

And, impossibly, she liked it:

Ladies and Gentlemen, I give you the greatest Xbox Live Indie Game trailer of all time.

I'm almost disappointed; I mean, I was kind of looking forward to reading about how far up my ass my head was, in meters, or about how the game reminded her of something she saw at a porta-potty, but, I'll take what I can get.

Because, you know, she'll eventually play the finished game, and those are never as good as the trailers ;-)


Friends on Popular Mechanics!

My work boss, Greg Hjelstrom, and his 13 year-old son, Brandon, are featured in Popular Mechanics for their Kinect-enabled robot:

http://www.popularmechanics.com/how-to/blog/father-and-son-video-game-programmers-team-up-on-first-robot-8484437

 

Greg and Brandon are also indie develoeprs for XBLIG, Windows Phone, and iPhone: http://berzerkergames.com/

 

I owe Greg a big thanks for lending me the code to his sprite sheet packer - which I promptly dismantled and re-assembled into a complete sprite layout tool, for my own evil ends.  I hope to repay him with my Anime Studio exporter.

 

Preview on Gamesta

Daav Valentaten of Gamesta did a nice Preview of Axiom Verge:

http://www.gamesta.com/axiom-verge-brings-the-classic-metroidvania/

The man  is currently creating oldschool gold with Axiom Verge; a Metroidvania game straight out of the 16bit era. He’s singlehandedly creating this title that just screams nostalgia; complete with gritty, obscure graphics and tons of exploration.

I also like this one:

there’s also a slight connotation with bizarre title Mystic Defender on Mega Drive

Anyone remember that game?  It was one of the earliest releases, possibly a launch title.  I always like the destruction effect for the creatures, a kind of glowing orb of incineration that goes left to right with the direction of your attack.  Some of the explosions in Orn were based off of that effect.