Game Release - Lunar Artifacts

Lunar Artifacts
A game based on the legend of Kaguya-hime, her five impossible requests, and her eventual return to the moon! 
It has six "chapters" in this paper-themed game! You fight against the Buddah, a dragon, a swallow, and a feisty fire-rat; then you break the seal on the tree on the top of Mount Hourai, and grab the jeweled branch. Then you fight off hoards of demons as you try to save Kaguya from returning to the moon.
The game was made for Public [.....]

Game Release - Super Space Surge


  Description Super Space Surge is a one man created, space-themed, shoot-em-up, manic shooter! Playing as man kind's last hope for survival against an invading alien race, you take off in your ship to fight off the armada and save the galaxy!

In this single player, shoot-em-up game, you place as a lone pilot who must dodge through intricate bullet patterns, fight off enemies, and save the human race from annihilation in this manic 2D shooter game.
Game Controls Arrow Keys - Player Movement Z/A - [.....]

Dev Journal - Super Space Surge (13)

I have neglected uploading another dev journal entree on here for over a month. I'm pretty disappointed in myself; however, between work, school, finals, drag shows, programming Super Space Surge, I've been neglecting everything. (Social media related, of course!)

Now, in good news! I've finished Super Space Surge! I was going to release it today, but I over slept until one hour before my shift at work. (So today is a no-no; maybe tonight when I get home --if I get home without passing right back out.)

However, for now, I'll be compiling everything for Windows and Mac, getting ready to upload the demos and full game on Itch.io, and then let's play some bullet hell [.....]

Dev Journal - Super Space Surge (12)

Well, as Super Space Surge is starting to come to a close (sadly), I've been taking a lot more screenshots for things like #ScreenshotSaturday and the likes. I figured I might as well upload some screenshots here!

It's really been fun, lately, creating all these new effects, making new bullets, shooting effects, lasers, bombings, little things wiggle around and jiggle and fly and figgle! It's really been an adventure making everything "come alive," so to speak!

All I have left to do now is finish up [.....]

Meeting Dr. Michio Kaku!

I can honestly say that I will eternally be in awe of meeting, conversing, and later selfie'ing with Dr. Michio Kaku. He held a public speaking at Western Kentucky University this previous Monday (Mar. 17th), and it was fantastic. Not only did I run into him before everything on a stroke of luck, but also he picked me out of thousands of people to ask and answer questions. I've always had a huge interest in theoretical and astrophysics. I figured that I would spend my whole life learning [.....]

Dev Journal - Super Space Surge (11)

I can't stop playing my own game. I don't know what it is about it, but after finishing everything, adding a bunch of particle effects, and well... it's just plain fun to me. I enjoy my game immensely; it's spectacular, and I can't wait to share it with everyone! Since it is now my spring break in college, I have just one quick little midterm to take tomorrow afternoon, then I can focus on non-stop programming for a full week straight.

I'm having so much fun adding [.....]

Dev Journal - Super Space Surge (10)

I have finished the full game play of Super Space Surge! Now I'm just on the long up hill climb of adding visual effects, spicing up already in place effects, adding more art and graphics, optimization, and making it feel just right!

I'm hoping by the end of March to fully release it, if not by mid-April!

[.....]

Dev Journal - Super Space Surge (9)

Recently, I've transitioned into a full on site domain of: www.ikizami.com! It's pretty nifty, if I do say so myself. However, in actual news pertaining to what this blog is actually about, I've been working on the final boss of my game for nearly two or so weeks now. And it's because I'm absolutely infuriated with how it's coming along. Everything I program, I end up wanting to change; everything I put together, I want to alter to be different, have different colors, different bullet sizes, etc. I [.....]

Dev Journal - Super Space Surge (8)

I finished level five, and I'm about to begin programming of the final level of my game. I'm so excited! After I finish the last level, I have an extra stage to work on, then touching up EVERYTHING graphically! It's been an amazing journey, and I've built up a small following, but I cherish everyone whose bothered to keep up a little on my development. I'm hoping in the near future, that I can start making more desktop games + mobile apps; entirely for fun of course. Money is nice, but enjoyment is priority.

I also got my college degree today! :) It's the first step toward having my Masters in Japanese Literature and Language and [.....]

Dev Journal - Super Space Surge (7)

Ah-ha, it's finally happened! I finally enjoy the play and feel of my game, and (at least to me) it feels like a true bullet-hell. It's finally difficult enough that it makes me want more, and it's playing smooth enough that I'm content with it.

And with that, I've wrapped up level five! I'm going to be working on the fifth level boss all day today, then I'll work the final level + extra stage. Then I suppose, it'll be ready for the last few touch ups, [.....]

Game Release - Ghost Walk

Well, hello world! This will be the first game release I've done since starting my blog! Super Space Surge is still in development, but I took a break to participate in Flappy Jam for a little while... and what an experience it was! A simple program I made in one hour turned into a couple days of experimenting and fun to balance everything, add extra elements, and make it feel "just right."

Granted, there's a lot more I'd love to touch up on, but for a quick [.....]

Dev Journal - Ghost Walk (1)

I took a hiatus from everything recently. Though, picking everything back up, I decided to do a small project for Flappy Jam, considering everything that's happened with the creator. I could make my own separate blog post about that; however, I'll spare the details and simply say that if anyone really feels the need to bash on someone for a stroke of luck, you really have no sense of honor for anyone. Be joyful for another's luck; not a dick.

Either way, moving on, so I've been [.....]

Dev Journal - Super Space Surge (6)

Okay, after getting some constructive feedback from Tigsource and Unity, I've been working on updating everything and making my game feel exactly how I want to feel --all the while, making it feel natural, unique, and fun to outside players as well.

I feel like my biggest hurdle will be trying to make Super Space Surge appeal to player who are not fans of bullet hell games. Although, people who enjoy such games have reviewed me and said they liked it, the fellows who are not so keen on this style of game quickly gave harsher reviews. (Though they were the most helpful, because it really shown where the game's biggest flaws currently were.) I'm sure by [.....]

Super Space Surge - Demo (1)

Well, after about a month of work, I am ready to release a simple demo of my game, Super Space Surge! What an exciting month this has been. On top of balancing financial issues, starting my next semester of college, and wondering how in the hell I can balance everything, I have diligently worked on this project, and I am ready to release a demo!

This is about halfway done. Music is extremely subject to change as I'm getting used to new programs and every time I [.....]

Dev Journal - Super Space Surge (5)

I've finished the third level, and now I'm just polishing everything up. Shortly enough, I plan on releasing a demo of the game on here, Facebook, the Unity forums, a link on Twitter, and all that lovely jazz. After polishing it up greatly, I hope it feels exactly how I want it to play in my mind.

Welp, back to work and I'll be back (probably) later today to start posting links and to make an even larger post. [.....]

Dev Journal - Super Space Surge (4)

Another couple of nights down the drain. Go me, go me! I've finally implemented a pause system and a way to navigate back to the start screen (in order to quit the game when on a desktop version. I completely overlooked that aspect, because at first I anticipated this being entirely web-based, oh well!) I've also added new effects, such as little numbers appearing to indicate score when you kill a monster. I've changed the screen resolution of the game so it fits a traditional "Facebook Game" layout, as opposed to a more mobile resolution. So, now it's 760x600 instead of 400x600!

Now, I've started finishing off the third level boss (everything else before hand is finished)! [.....]

Dev Journal - Super Space Surge (3)


Oh, happy day. I've finished programming level two today! I need to sit down and tweak it to get it exactly how I want it to play; however, for now, I'm content with it and I plan on starting level three tonight! I'm also considering tweaking up the backgrounds some to make it more interesting than a basic scrolling background of stars.


I've added and finished the bombing and shielding system of my game! Added a score and soon to add a high score marker, [.....]

Dev Journal - Super Space Surge (2)

Update
Finishing up the second level of this is proving troubling to me. I keep experimenting with things I like and I can't come up on a definite conclusion to how I want this to end!

Lasers, force fields, spirals, etc. I guess it's time to just sit down and finish actually planning things out on paper beforehand. (It's what I did for level one, and I had that finished in two days.)

Oh well, at least I have Leslie Hall's new album to keep [.....]

Programming Tutorials?


I'm wondering if I could use my slowly growing following to do programming tutorials for the ones who don't know how to so well. While I figure the large portion of my audience will be individuals who can already program --or at least know the basics-, so maybe I should make tutorials geared toward artists, musicians, and complete novices? I feel like it could be somewhat fun. As well as an excuse to make videos, so people on YouTube could be exposed as well.

I've [.....]

Dev Journal - Super Space Surge (1)


 
Overview 
-Super Space Surge is a game created entirely by me starting in January of 2014. It was made in Unity3d, Garageband for music, and GIMP for graphics.

Description
-I used the game Touhou, created by Team Shanghai Alice, as my main inspiration, and I tried to keep the spontaneous feel of the game with a space-theme. I plan on there being six levels, and multiple difficulty levels. Once it is finished, I'll have the game up on here, on Facebook, and on Kongregate, [.....]

Welcome to Blogger!

Hello World     My first post and my first step into the world of social media and blogging. I'll be showcasing everything I've worked on and completed here! Also, I'll showcase other indie blogs that I really enjoy, and possibly start doing podcasts and game reviews.
Who Am I?     I'm a 20 year old indie game developer currently in college for Japanese and computer programming. I've been working on games off and on for a little while now, but going to work on publicly showcasing my products.

    Now, sit back and enjoy! Hopefully this won't be a flop. [.....]

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