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Former AAA gamedev (ANNO series, Might and Magic Heroes), now solo indiedev creating his first title Rigid Force Alpha for all shoot'em up fans out there.

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com8com1
com8com1 @ Rigid Force Alpha – Monthly Round-Up, July 2017

The game is still in development and we have not released a public demo version yet. Follow us to stay up to date!

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com8com1
com8com1 @ Rigid Force Alpha – Monthly Round-Up, August 2017

Okay, we'll have a look!

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com8com1
com8com1 @ Rigid Force Alpha – Monthly Round-Up, August 2017

Thank you, that's very nice to read! :)

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com8com1
com8com1 @ The Alien Homeworld - Cavern 2

Thanks, thuyquai!
There is no solid release date for RFA. According to my current schedule, we might see a release somewhere between Q4 2015 and Q2 2016, but don't nail me down to that. :)

Maybe we're able to start a closed beta shortly after reaching our beta milestone, which would be a good chance for giving the game a shot.

I'll post it here on indieDB once we can tell more, so keep an eye on our progress!

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com8com1
com8com1 @ Walkerbot enemy

No, not in Blender's 3D viewport, where this screenshot has been taken. ;)

Apart from that, we're still looking for a feasible way to implement realtime shadows into our rendering pipeline. I'm not the tech guy, so I can only say: We'll see if there's a chance to make it happen.

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com8com1
com8com1 @ News Post #08: UI overhaul

A good question! As of now, it is not completely clear if we are going to keep the health feature at all. Yep, this might sound like a harsh decision, but it's a common practice in this genre to let the player die with a single hit.

On the other hand, *if* we are going to keep it, the idea is to attach the health bar directly to the player ship in a clear but unobstrusive way, so you can check your HP at any time without moving your eyes away from the play area.

Let's see what we're going to be implement!

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com8com1
com8com1 @ News Post #08: UI overhaul

Thank you, that's good to hear!

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com8com1
com8com1 @ Super Galaxy Squadron

Looks tasty! Nice graphics and gameplay. Only thing missing is a decent chiptune soundtrack. ^^
Are you planning to release a demo soon?

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com8com1
com8com1 @ News Post #03: Level Design

Hey vinmuz,

thanks for your comment! R-Type is indeed one of our main sources of inspiration for RFA, so it might resemble it in one way or another. However, we'll make sure to bring in many fresh ideas to differentiate from it, so don't expect a simple clone.

Feel free to track our project to get all the latest updates! :)

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com8com1
com8com1 @ Rigid Force Alpha

Cool, glad you like it! :)

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com8com1
com8com1 @ Rigid Force Alpha

Hey DiamondBorne,

for the story mode we're aiming for a fair and attractive core gameplay, which does not necessarily exclude really difficult stages or bullet hell patterns. You might want to compare it to something like Gradius V or R-Type Final, just to throw in some of the big titles.

Apart from that, there'll also be special challenge stages and play modes that focus on certain gameplay aspects for more variety.

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