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Working on Yurei. Released Ladra and Topoko.

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For the past two months, I have not been able to continue work on the game. I'm back this weekend and plan to continue.

I've decided to reduce the scope of the game. I was aiming for something close to Bastion. It is not realistic for a one-person team. It is doable but, it would take quite some time to get it right. I've shifted the game to a more arcade-like experience.

The game will be a series of short levels with specific challenges in each. That alone has proven quite challenging to make. I'm aiming to have an alpha by the end of the year.

More news soon!

STEAM LINK

Ladra v.1.5 is now available on Steam! Time to get back in the shadows!

Changelog:

New:
- Minimap system

Fix:
- Loading Chapter 1 from Chapter Select made Estella invisible

With the #OneButtonJam entry over some people came up to ask me how I did the sprite flash effect.This time around I used a custom shader that had a specific property for it, but this wasn’t the first time I tried doing this effect to a game. Let’s look at some other approaches before I explain the one I used for the jam.

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Ladra continues to get improved with new features and updates. This time around a minimap was added to help you sneak around the maps. Take a look at the sneak peek below:

AnnMinimap


facebookHeaderReleaseSteam

The steam page is finally on! Well actually it’s been on for a while but this is the official announcement here for it \o. The game will be released on November 13th. Yes, this Friday!!

So please, feel free to check out the page and add your wishlist :)

Playtesting, bug fixing and text revision. Closer to release then ever :) I've been able to maintain a strong pace everyday to work on it. I started running again which has been a fuckin bless to be honest. I feel much more energetic when I get home after work to get my hands on some game dev of my own.

Anyhow, please stay tuned to the game and follow on twitter, facebook or google+, whichever you prefer.

Cheers!

Ladra OST is finally done! Check it out here:

The new and latest and probably final Ladra demo! Here: Isfuturebright.com

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I’ll be sending Ladra and also a new project I’m working to the BIG Festival, for those unaware of it is:

“BIG is the first and only independent games festival in Latin America. Every year, BIG selects the best independent games in the world. Visuals, sound, narrative, gameplay and innovation are taken into consideration for the selection of the games that will be exhibited “

The other project I’ll probably have something on about it the next week or so.

Stay tuned! :)

Every once in a while when you’re developing a game and want to test something out you cheat and write some code in order to bypass a certain situation quickly, right?

Well, it’s a very common thing once a game get’s to a certain length that you have a debug menu inside of it. It’s extremely helpful and definitely worth losing a few days of coding when you want to make add something new for it. Even when using engines like Unity that make this sort of cheating much easier to do without writing any code it’s still useful in certain situations.

On the image above you can see the one I use in Ladra. It’s a very straightforward one but gets the job done. With it I can easily travel between the levels, update the chapter var which triggers conversations on the tavern and also update the complete chapter variable that also triggers a bunch of stuff.

This makes it much faster to test a given situation without touching the game’s code. The best of all is that this menu will only show up on dev version and never on a public build (always good to remember that),

I definitely encourage you to make one for your game!

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A quick preview to Ladra's Soundtrack

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Uma amostra de umas músicas da trilha de LADRA.

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