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kuupu

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A member registered Apr 26, 2016 · View creator page →

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Thank you so much for the kind words Giles, I also had a stupid grin while reading your comment! :DDD

thank you for the feedback littlehawk93! :D

Just wait a little bit, a new update is coming in the next month or so, maybe you'll be able to play then! :)

You are correct about the orange effect, but the pink screen usually represents an shader error or other type of rendering problem on unity, for some reason you are not able to render the game properly on your machine after the engine was updated between the demo and the final game.

I'm really sorry you are having these issues! D:

About the demo, try deleting your save folder at:
C:\Users\YOUR_USER\AppData\LocalLow\Kuupu\Exodemon
Delete the entire Exodemon folder, this should fix it.

About the pink screen, what graphics card are playing on?

Long story short, I lost the project, released the game with the last stage in "beta" because it was the only stable version available, after a while I managed to recover the project and I'm still working on the new version.
Sorry for the confusion!

Aside from the menus the XBox 360 controller works properly.
What controller are you using? 

Did you managed to use it? :D

Thank you! <3

Thank you for the video and the feedback :)

Thank you for the video vampirschi! :D

Thanks ;)

Thank you for the video! :D

Thank you for the video! I'm really glad you liked it :)

Thank you Spoonie! Gonna check the feedbacks as soon as possible! :D

Vou tentar lançar lá sim! :D Muito obrigado! :D

No problem! ;)

can you send me a screenshot of the place, plese? :D

Thank you onnoman!

muito obrigado SobakaHund210! :D

Yes, I tested on a Xbox 360 controller but you probably can play on any kind of controller :)

Thank you typotromic!
I hope you really enjoy the game once it's released! :D

hehehe

I think this bug is in the game for quite some time now, I just noticed some weeks ago

Thank you for the video! :D

You found a bug at the end, you were not supposed to be there, I already fixed it on the current version!
<o/

Hey, awesome question!

I believe the first thing you should concern is:

What exactly is your game?

If you are making a action survival game, go for the action first, make the character move in a good way, a good camera system, maybe some actions as jump and attacking, just enought to feel what the game is, if this part of the game is bad, everything will fall apart, it doesn't matter if your events are awesome and or not.

If your game is not a action title, you can start with the events, maybe a text based adventure with your events can be enought to expose it and find if people think your events are interesting (http://textadventures.co.uk/quest).

The thing is, content should be the last thing unless event IS the game, for instance in Exodemon I made all the controllers (character, enemy, itens, etc) before making the first level.

What I mean is each of these systems should work well alone, but the basic ones will work as a pillar for your game, if this pillar is weak the game will fall apart.


I hope this can help you! :)

Thank you! :)
Yes, we are from Brazil

Thank you! :D

Did you alt+tab the game?

I'm going to make some more tests with the cursor!
Thank you for your feedback!

Thank you arkides! :D

Good to know, well, considering we will still work a lot on the sound effects and, in my opinion, some of the later levels are much better.

I'm really happy you enjoyed the game!

And lastly, thank you for reading :)

Hey, just keep praticing, if you check our LD page you can see how we were able to make better and bigger games each time we participate, it's an amazing exercise!

http://ludumdare.com/compo/author/tonbery/

You touched 2 of the subjects I intend to cover on future texts.

The first is: YES, you should plan.

This post was a response to two situations, people who don't make things, they stay on this planning and thinking forever, and for people who think they really know from the start how the game will work, without any tests and prototyping.

So in a future post I'll cover how to plan on a effecient way.

And second, begginers who target AAA experiences... this will need a lot of work be writen hehehe

(1 edit)

Hi folks, we started a Patreon today, we'll post about game development and share a little of our experiences with the community.

In this post we talk a little about the strugles of starting a new project and what we can do to keep things as simple as possible.


Don't plan ahead

This may sound weird, but trust me, you don't know what your game will be and there is no point on planning something you don't know yet. You may have a general idea of what you want to make, but the distance between what you want and what you'll actually create is really huge.

So, am I saying you should go like crazy implementing wherever you want? Absolutely not!

After some time developing games I figured that most of our pre conceptions are misguided by our biases: the games we play, the movies we watch, everything shapes our perception of what is good or bad. So we tend to plan things that are not necessarily good for our games, we make things that we think are good in general, regardless the context.

Making a shooter? So of course you'll need a reload system, 27634 different weapons, bullet sponge characters… or... do you actually need it? Every element of a game is there for a reason, at least in good games, the reload time is probably a downside of a powerful weapon, or a window in which you are vulnerable, this vulnerability will have a reason too, to balance the game or adjust the pacing.

When you start to plan a game in really early stages you will have answers for questions that were not asked, you'll establish a form without a function.

Let's grab Exodemon as an example.

I started the Ludum Dare 35 with something in mind, I wanted to make a first person shooter, something in a more old fashioned way, something like Doom, something like Quake.

So I started to implement the character's movement, it should be fast and sharp, but why? Well, some of the enemies in Doom shoots slow projectiles, the character should move really fast in order to circle-strafe the enemies while dodging the projectiles. This leads to another issue, if you can dodge bullets, these bullets should hit really hard, and they do, in Doom you can get killed in a blink of an eye if you stay in the same place for too long, so you have two options, high projectile damage or low main character health.

I figured out most of the speed you feel in these games are not directly related to movement speed, but instead to the non stop action pacing, you should move fast because enemies shot regularly and you must dodge these shots. Compare this to a modern shooter, you can't dodge bullets, so you need to take cover and wait for the right time to attack, this waiting is what makes the game slow, not necessarily the movement speed.

You see, I didn't decide for health and damage upfront, the movement mechanic and the bullet speed led me to this issue, so I tested a few times, decided this was not the feel I intended for the game, studied the games I was taking inspiration from, then I changed the values and tested again, and again, and again, until I felt it had the right values.

The same goes for the enemies, they are billboards that always face the player, I made it this way because I had 48 hours to finish the game and there was no time to model the enemies in 3D, Doom uses sprites as enemies, but I didn't have time to make more than one perspective of each enemy. Again, I didn't plan about having sprites as enemies, the image I had in my mind was of 3D low poly enemies as seen in Quake.

To summarize, you should start with a simple and concrete idea, right after you need to start to experiment and prototype, you need to search for those questions, the ones you need to answer, never the opposite way.

I think of game development as a living creature, it grows, evolves and heads to a natural direction, you as a creator can bend this direction on a specific way, but if you try to bend it too much, it will eventually break.

I hope this can help you at the start of a project, keep it simple, start testing everything as soon as possible and in no time you should have a cool prototype in your hands.


You can find the original post here https://www.patreon.com/posts/dont-plan-ahead-8344093

Thank you, I hope this post can help you in your game development journey!

(1 edit)

1) no

2) yes, here o Itch.io and I'm talking with a guy from GOG to release it there too.

Thank you, I'm glad you liked it! :D

Thank you! :D

hmmm maybe you are talking about Devil's Hand, its a really old version, the first prototype :)

(2 edits)

So you have the latest public release of Exodemon, I'm still working on the next version

Why did you thought you had an older version?

you can check the version you are playing at the main menu, below the title of the game
which one is yours?

Thank you :)
If Exodemon sell well on steam, maybe we can add multiplayer :D

Thank you :)

Can you describe in details the room you were stuck?