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.
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)! Then, I'm going to polish the first three levels as much as possible, then I'm going to release a demo everywhere. Hopefully it's enough to make people want more. One man can only hope, right?

Either way, I'm going to post a video with updated sound effects, all new visuals, and lets see how well it goes!


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, as well as more GUI designs so it's more than a basic black abyss. (I've never been spectacular at art; thus, everything is either crappy little sprites, basic things in GIMP, or royalty-free pieces of art.)

For the next level, I plan on adding more types of enemies (which I have two currently planned out, I just need to program them in). Then, I'm still not sure what else to add into it, I'm pretty happy with the game as a whole. Maybe little numbers that appear over enemies and power ups as I kill/collect them that show how much they went to the score. Then maybe more and more particle effects! (Because who doesn't love a good particle effect to make everything shiny and sparkle!) I think that covers up everything else I wanna add.

Argh, I guess tonight's going to be an all-nighter of programming, music, and random Netflix in the background --as usual.
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 me motivated as I finish this up! "Hand me my glow sticks! Mama wants to jiggle."

On another note, however, I'm wondering what other things I should be adding to this. I have a bombing/shielding system, points, particle effects, about to start the third level, several types of enemies + bosses. Maybe I should add power ups, some sort of "collectable/coin" system to add to the score. 




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 always had a knack for teaching. Normally I'm teaching language, but I'm sure programming could be similar (considering it's technically a language in its own). Maybe while I'm at it, I could do videos explaining Japanese as well; though that's a far off idea and I might at a later date.

If I were to start tutorials, it would either be divided up into C++ or C# with Unity, since those are my most proficient languages. Then maybe I could progress into other things, such as Java or UnityScript with Unity (their 'take' on JavaScript), then possibly eventually Japanese, though that's just an idea. (Okay, maybe I really want to teach Japanese since that's what my actual profession is, but still!)

Alright, I figure if I'm going to do this, I might as well do this. So, I'll begin working on what I wanna do, I'll plan it out, and I might make a video or two --or nine hundred-, you never know.

 
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, with links to all.


Test Here!

Controls
-Movement - Arrow Keys 
-Shooting - Z
-Super Shot/Force Field - X
-Focused Movement - Left Shift 

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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