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A Killer7 inspired action game where the character only moves on-rails. Combat is done through over-the-shoulder camera, and puzzles are solved in a point & click fashion.

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Prototype: Murakami Progress #19

Prototype: Murakami Progress #19

News

This week, I have two updates to make about Prototype: Murakami.

Prototype: Murakami Progress #18

Prototype: Murakami Progress #18

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Lots of progress has been made in making the single most important thing about this game: blood

Progress #17

Progress #17

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We’ve now got a set of actions and animations to show the player is hurt, as well as adding particle effects for the enemy dying

Prototype: Murakami Progress #14: Delayed to End of January

Prototype: Murakami Progress #14: Delayed to End of January

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While major progress is being made on the game, I have to delay it’s release to the end of January.

Prototype: Murakami Progress #13 (November 2014 #OneGameAMonth)

Prototype: Murakami Progress #13 (November 2014 #OneGameAMonth)

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Today, I finally ironed out a lot of bugs I had left-over on the point & click puzzle portions of the game.

Prototype: Murakami Progress #12 (November 2014 #OneGameAMonth)

Prototype: Murakami Progress #12 (November 2014 #OneGameAMonth)

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You can now carry objects from one location to another with ease

Prototype: Murakami Progress #11 (November 2014 #onegameamonth)

Prototype: Murakami Progress #11 (November 2014 #onegameamonth)

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Since today is #ScreenshotSaturday, here are all the screenshots!

Prototype: Murakami Progress #10 (November 2014 #OneGameAMonth)

Prototype: Murakami Progress #10 (November 2014 #OneGameAMonth)

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Point & click puzzle progress: Drag & drop into the inventory.

Prototype: Murakami Progress #09 (November 2014 #OneGameAMonth)

Prototype: Murakami Progress #09 (November 2014 #OneGameAMonth)

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There is a new screenshot to show off: Unity-chan is finally holding a gun.

Prototype: Murakami Progress #08 (November 2014 #OneGameAMonth)

Prototype: Murakami Progress #08 (November 2014 #OneGameAMonth)

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I update the point & click portion of Prototype: Murakami with a rear-view mirror and an inventory space to drop your items into.

Prototype: Murakami Progress #07 (November 2014 #OneGameAMonth)

Prototype: Murakami Progress #07 (November 2014 #OneGameAMonth)

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I switched tasks and started on something simpler: being able to look around in third-person aiming mode.

Prototype: Murakami Progress #06 (November 2014 #OneGameAMonth)

Prototype: Murakami Progress #06 (November 2014 #OneGameAMonth)

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I was able to fit in a few hours for Prototype: Murakami to start on the point & click portion of the game.

Prototype: Murakami Progress #05 (November 2014 #OneGameAMonth)

Prototype: Murakami Progress #05 (November 2014 #OneGameAMonth)

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I fixed the buttons from last time. I've also improved the camera animation to react more quickly.

Prototype: Murakami Progress #04 (November 2014 #OneGameAMonth)

Prototype: Murakami Progress #04 (November 2014 #OneGameAMonth)

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Today, I added in camera animations to provide better view on the paths the character can take.

Prototype: Murakami Progress #03 (November 2014 #OneGameAMonth)

Prototype: Murakami Progress #03 (November 2014 #OneGameAMonth)

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Today, I have a prototype of the menu letting you know of the branching paths.

Prototype: Murakami Progress #02 (November 2014 #OneGameAMonth)

Prototype: Murakami Progress #02 (November 2014 #OneGameAMonth)

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Today, I implemented a button to turn the character around 180 degrees at any point in the game.

Prototype: Murakami Progress #01 (November 2014 #OneGameAMonth)

Prototype: Murakami Progress #01 (November 2014 #OneGameAMonth)

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A long time ago (2 weeks back, in fact) I said I would make a point & click adventure after being inspired by Ko-op's GNOG.