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ashBorodin

31
Posts
8
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12
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A member registered Feb 13, 2016 · View creator page →

Creator of

Recent community posts

Here, here. 

This jam is my first and really motivated me to get an MVP together. It's not 'finished-finished' but it is complete in itself. It has an end state and works most of the time. It's more the MVP that I'm proud of - that is to say, not finishing per se, but what I managed to leave out. The jam made me focus on creating an end level instead of voice acting and music. It's a tough trade but it meant I could show off a 'finished' game. I'd still be waiting for inspiration and health to align otherwise and the game, or demo if you like, may never get done. 

Looks cool man. 

You Are Ephemeral is an open world, slightly stealthy, adventure game in the fairly early stages of development. It's quite streamlined and 'simple' to play. The next update will take a bit longer than previous ones and focus on adding life and character to the world. I'd very much like you to play it.  If you're in to that sort of thing.


You were right but I'm not sure why. I've done my current best to fix the fuel rock problem and also added a simple workaround. Same applies for the moveable tracks. It's a quick and dirty solution but in my defence I wanted it done asap for the FFS Jam. 

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Thanks man, the next challenge is to make the gameplay feel equally polished so the player doesn't get that 'yeah it looks cool but....'  feeling.

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What are your system specs? 

Also, I can't reproduce the issue you had with the Fuel Crystal. Are you keeping the left mouse button down and dragging the crystal about?

One slight issue I did notice> the hand shows up slightly before you can interact with it, so you need to move a little closer, like one step. Will look into this. 

Just wanted to let you know I'm putting up revisions all the time, so grab the latest version when you're ready to have a play. 

Thanks wobblyfoot, it looks like you were playing one of the previous versions. I've since tried to address many of the confusing aspects and am now pointing the player toward a more linear style of play and working on cleaner and clearer cues and prompts. 

I'm still working on polishing and trying to balance linear vs. open world exploration. After watching your vid and considering I'm entering this into a Jam that finishes soon I'm pretty confident that a linear mode is best for now. 

Quick update: started work on Mothership interior. Got a few basic mechanics happening, bit of fog and oh, a legion of mini-zeppelins. 

Soon, Fate Willing, it'll be possible to climb the rope ladder and board the mothership, get the fuel Cyrus needs and head back. 

...or will it?


Alpha 8 is up. It's feeling better. Not there yet but definitely feels better, like a song that's coming along. 

Here's the video mentioned in the devlog, thoroughly recommended:

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As to the question, I suppose it's pretty easy to intuit just by watching a second of footage.

When I see something's going wrong that's all I need. 

I've covered the lessons learned in my devlog. 

Also, I've just watched your video right through. One thing I will add later is a loading screen for level transitions, I'm still looking for an elegant approach and the time to implement it. Perhaps some placeholder text is necessary. 

I have spent the past few days including pulling an all nighter right now to get this done. I'm sorry I couldn't fit you in yet. You can refer to my latest devLog for more insight. 

Oh, and Alpha 8 (which addresses the above) is going up right now. When it's ready (and I'm awake) v7 will be taken down. 

Thanks for committing so much time to doing a playthrough. I'll be honest - I haven't watched your video properly all the way through but I did skim it and got the gist of the issues that cropped up. I've been hammering away at them since then and it might take a few days but I'll post a reply here and a devLog once I've uploaded the next alpha. 

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An update is about to go up now that fixes most things and loops back to the start when/if you are captured at the end.  Look for '....Alpha7'

....actually Alpha 8 is much better. I'm also adding a new scene to give a sense of completion to the thing, so Alpha 9-10 will be a complete demo/mini game in itself. 

It's ready.

Muchas gracias.

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Fixed. Thanks for troubleshooting. 

Thanks man, really appreciate it.

k...it's fixed, will upload this evening GMT +10. Also there's no end-state just yet, you just get to wander around the village aimlessly. 

Gaawd! not this again!!!! I just fixed that. Tested it several times too. Sorry man, will have to go back in and try again. 

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A beautiful planet.

A marooned craft.

Someone is reaching out.

https://ashborodin.itch.io/you-are-ephemeral


Constructive feedback would be really appreciated from anyone who wants the game to succeed. 

Great idea. Joined. 

Stateless community · Created a new topic About Stateless

The early access/demo linked on this site is but a taste of what to expect from the series. A lot had to be cut from the demo (several characters, quests and storylines, amongst other things) due to technical problems with Unity. I'm in the process of retooling which in practical terms means learning Unreal Engine and rebuilding the entire project in that environment.

So far it's looking good.

My plan is to release the next episode which introduces the some of the storylines that mingle and lead you into the real heart of the game. There will be subsequent episodes - all focussing on different aspects areas of the world until in the final episode I will re-introduce the Outside area from the demo, rebuilt in Unreal Engine. It's my sincere hope that I will be able to include all the missing stuff and truly over-deliver on your expectations.

Excellent list Tiny Worlds, I love atmospheric games.

http://www.rarlab.com/download.htm

Once you've installed it:

1. Right-click on the stateless rar archive

2. Select extract to "Stateless...."

3. Double click the exe file inside that Stateless folder to begin

Don't go near the Data folder. Even I don't know what goes on in there.

Stateless community · Created a new topic Controls

WASD: move

Space: jump

Shift: run modifier

Left mouse Button: bash with hammer (need to be within striking distance, and things can be bashed if you brush against them as you walk past also)

Mouse: look around/aim

Esc: quit

Stateless community · Created a new topic Issues
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Known:

1. Key-logger Warning: if your Anti-Virus/Firewall software mentions this, you can safely ignore it.

2. The one place you can possibly get stuck: on the lowest tower, just below the cable a single-sided plane juts out. You can only see it from below. Backing away and jumping seems to work. FIXED

3. Just realised the second banana doesn't work. Planning an update asap. FIXED

ALSO FIXED: PLANKS STICKING OUT OF PUMPHOUSE, OVERLAPPING PLAYER CHARACTERS, LIGHTING, PHYSICS LOAD and rocky cliff-face.

- beta_3 15/2/16


1. Ghost falls through the floor on sight

2. Cyrus' final sitting position is too low

3. Platform Jeff theme doesn't play in tower area

4. Drawbridge sounds re-trigger on wheel-hit

5. Maybe need to add onClick condition to wheel/bridge trigger to prevent accidental triggering

Short answer: Unity.

Much was culled, much was included but didn't work. The only known soilution to any and all problems is a complete re-build. But I draw the line at 15. It's a personal thing.

I promise to have contingencies in place to make the subseuqnet episodes much better.

Stateless community · Created a new topic How not to die

The trick for getting through the ocean is: slap and slide:

1. Hit the space with the side of your thumb

2. While in the air hit W+Shift

3. Look down with the mouse to target a crate

Use the pallet to develop a rhythm.

Congratulations you can now complete the game as well as play a pretty mean left-handed bass.

......or you could just hit the ocean running if you want to risk 1 of 3 lives.