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Harthroth

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A member registered Jun 16, 2020 · View creator page →

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ah yes, a man of culture

A.P.E. is finally complete! At least mostly haha.

The team had a lot of issues and other stuff going on so unfortunately a lot was not done on time and in the end a lot of features were cut or rushed to the finish line. Still, the core concept is there and I think it's pretty fun. Check it out below!

https://harthroth.itch.io/ape

Voronoi is a neat one, but I kind of reworked a maze generation algorithm I'd done in Javascript a while back. It was originally for hexagon mazes but I took the concept of the recursive backtracking and just took out the backtracking. It's basically 4 snakes that turn one in twenty times lmao.

Procedural generation is a go!.. sort of. I've been spending some late late nights creating a recursive generation algorithm for roads and rivers and such and it does that, which I'm happy about.  Models are still being worked on, but our monkey PhD will be beautiful, you'll see. Adding monuments soon, we'll have cities and forests abound! Random buildings too, I have a few ideas on how to implement this. Our team member Xhawk is just coming home from a trip to Japan so he'll finally be able to help and take some of the load off of Ravenhaven and I. In the meantime, I'll be tweaking the generation to make it look a bit more natural, but here's what it looks like.

The team at Jarf Gablam Studios has not been very busy lately, due to the July 4th weekend and seeing family and such, but we have made a bit of progress. 

Personally I've been working on some code to make the map for the game, I've had some tile assets laying around so I decided to make a tile based procedurally generated map. Each map will be about 1.5km by 1.5km, consisting of various structures like roads, railways, and towns where you can find your contaminated companions (populated areas will have a higher population).

We've also created some basic concepts regarding some of the designs, including some stealth incentives (more on that later) and most notably the BananX gun having some funny features such as a banana bunch in the place of a magazine and shooting out peels instead of shells.

The team will be having a formal meeting tomorrow to work on everything else, I just wanted to post something to keep everyone in the loop as there was no day 2 post. 

Watched some tutorials and managed to set up the controls for this funny mushroom (stand in for the monkey man himself).

We also added GhastlyTrench to Jarf Gablam Studios to help with some music.

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Hey, first time me and my friends have done one of these and we have a lot of ideas so far. We'll be calling our team Jarf Gablam Studios for reasons that will not become obvious.

Our current team is made up of three people (possibly more but we'll see) being Ravenhaven (graphic designer), Xhawk (story/developer), and me, Harthroth (project lead/developer). 

My first thought when I saw the theme was a zombie apocalypse isometric shooter where instead of shooting bullets you shoot vaccines. The idea expanded into what it is now when ravenhaven uttered a single word - monkey. 

The game is called A.P.E. or Animal Parasite Epidemic. You play as Doctor Monkey, a field medic who is sent into a contamination zone to shoot BananX (banana bullets) at various infected animals until your quota of cured creatures is met. This is subject to change but it seems like a real winner so far.