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Joined May 26, 2006
Games (4)

The Twilight Realm
August 01, 2012
Ascended - Fight or Flight
October 30, 2012
Tempust - F4D 2013 Demo
January 20, 2014
April 30, 2014
Examples (3)

Aircraft AI Example
April 25, 2007
Lightdash Example
February 14, 2008
Zelda-Style Saving Example
March 08, 2008
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Vespere - The First Night
Posted on April 30, 2014 at 20:50

I promised I'd do lots of devlogs and streams and such, but only ended up doing one of each. This is the first competition I've taken seriously since RPG4D2012, and every other competition entry has suffered from extreme burnout. I experienced that on this game as well, and having the end of the semester occur within the same month made that no easier.

The original goal for this game was to have eight characters, each with a strength and weakness pertaining to puzzles, and each with relationships which influenced how other characters performed their puzzles (to the point where one might sacrifice himself to the Vespere Hour to ensure your safety). Knowing I wasn't going to be able to manage this, I cut the playable roster to two. Due to the spriting required, I didn't even do that.

I may have started this game on April 1st, but I didn't actually start doing serious work on it until about a week ago, when my finals ended. I wish I had the time and skill to create models better than cubes, but at the end of the day, I think I ended up with a pretty good product, and a good base for future development.

I'm hoping to take this game beyond the competition and see if I can't call it my first serious game.

I know none of you care about the trials a developer takes to create something, but I thought I'd share my experiences with my favorite community anyway.

Looking forward to playing everyone's entries. If time allows, I'll write a review blog. If time REALLY allows, I'd like to do that Let's Play that I've been promising for the past two years. This time I actually have the hardware and software I need.

This is why we program
Posted on April 08, 2014 at 20:50

[6:01:42 PM] Kilin: I should've stuck with GM
[6:01:44 PM] Kilin: Fuck this game
[6:02:00 PM] colseed: it can't be that bad can it :(
[6:02:38 PM] Kilin: It is that bad
[much rage ensues]
[6:47:16 PM] Kilin: IT WORKS
[6:47:17 PM] Kilin: THIS
[6:47:25 PM] Kilin: FUCK
[6:48:12 PM] Kilin: OH MY GOD
[6:48:15 PM] Kilin: MY HAPPINESS
[6:48:30 PM] colseed: and this, gentlemen
[6:48:33 PM] colseed: this is the drug we call "programming"

Vespere Devlog 1
Posted on April 05, 2014 at 19:46

Five days in, I still don't have much because I'm trying to juggle this and school, and in fact, I'm postponing another Unity project for a class with this one. But I digress.

Vespere is a puzzle game about manipulating eight kinds of energy, the elements of which correspond to the concept of Feng Shui. It is set in the modern day within the depths of the island Hybrasil, off the coast of Ireland. As such, it has strong Celtic influences. Eight volunteers make their way there, promised payment, and are required to both work together and to compete against each other in order to complete the puzzles.

If time permits, all eight would be playable, but I may leave this number at two for now. Each character has a strength to help them with each puzzle, and a debilitating weakness that acts as a secondary game mechanic (things like fear of the dark, for example, which, as you can see by the below screenshot, would be kind of a big deal).

The game's art style is based on games like Four Swords Adventures and Pokemon Diamond/Pearl, with pixel sprites in a 3D world.

The result looks pretty good so far:

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