KREEP, mutagen.

Hi all!

A real update this time with more content than news…
As mentioned in the short description of the game in the early days, game rule mutators were planned to spice up the gameplay. I got half-way through implementing and fine-tuning them (currently nine mutators are planned for the final version), so I thought they are ready for an early look!

Since these are more complex features they deserved to be showcased in a video format. Only two is described in the video in detail (and a third one hidden in there 😀 ), but the others are similar in their complexity and game-changing effect. The idea behind them is not a biggie: instead of “game modes” I thought having complex game-rule variants and allowing all of them to be active at the same time could lead to more “fun”. A flexible skeleton code is ready too for easily adding more mutators as I go.

Time for GIFs, sorry can’t help it 😀 they are lovely, nothing new just the same here for the GIF lovers 😉 :

GIF from KREEP, the
Energy shield:
Free from one shot one death, the personal energy shield saves each player from one hit.

GIF from KREEP, the
Killing KREEP speeds up your weapon for a time.

Greenlight is going slowly but steadily, but other everyday-life factors take a lot of my time too lately. Will try to grind my way for the demo version in the upcoming weeks.

KREEP, birthday greenlight.

Hello there!

I took some time off from development. Both my fiancee, my dad and I had our birthday last weekend so it was loooong :). But it’s finally here, I’ve published the greenlight page for “Operation KREEP”. Fingers crossed! Please check it out and if you like what you see drop a thumbs up ;).

Operation KREEP – Steam Greenlight
Steam Greenlight Logo
If you do not have a steam account or if you are not a fan of greenlight, I would still like to present the teaser video, because producing it took a lot of blood, sweat and tears, and I’m really proud of it. At least even though being my first gameplay/teaser video I think it became pretty cool. Check it out and share it with your friends if you happen to have the same opinion.

Also, here is the “branding” image I made. I feel a bit lazy due to not creating a more box-cover-art like thingy, but I got carried away lately with capturing gameplay and GIFs, and I really liked this scene:

Branding GIF for KREEP

As you can guess, I haven’t advanced too much since my last post. I’ve started developing the last larger feature, the game rule mutators, but it is not yet in a presentable state. Next week if time allows I will have their design finalized and maybe some nice GIFs and screenshots of them in action too.

KREEP, bitter work.

Hi everyone!

Sadly no game-play video still. It is a bit of an amateurish thing, but I totally underestimated the time it takes to put together a nicely prepared teaser video with game-play footage (silly me 😦 ). It is actually near completion, just minor fine-tuning and a final render is required so expected arrival is within one or two days, but will not rush it! I felt a bit glum because of this thing so I really wanted to post an update at least with some new screenshots and my newly learned words of wisdom: Do not underestimate the time it takes to capture cool game-play footage and editing it aesthetically, especially if it is your first time doing it! No, a few afternoons is not going to be “totally enough”. Again, silly me being captain obvious here :(.

Another reason why I took the time to actually polish the video as much as possible is my own “taste” game-play and game teaser video wise. It may be, that my taste is skewed in this regard but I’m really nit-picky. If a video is more than two minutes I usually just skip it. Only exception if the first thirty or sixty seconds are so cool, that I decide to not skip it. I like those the best which teases the plot or world and the feeling of the game-play too. So I really think, that both the atmosphere and the general game idea should be presentable with a good video somewhere between one or two minutes. There are exceptions of course, because this is dependent on the game itself. I do like the medium and there are lots of really cool game videos which I enjoy and love to watch and re-watch again and again, but yep, as I said nit-picky, and I’ve been trying like a mad-man to meet my own expectations…

KREEP screenshot #6
A mining colony on a Mars-like planet.

KREEP screenshot #7
An asteroid mining station. Put this together using existing tiles only, but I may change the “rock” tiles to a new one, since I’m not totally satisfied with the final composition.

KREEP, calm before the storm.

Hello there!

While I was preparing my greenlight page material, I realized, that I did not share anything about the KREEP itself so far. At least visually not much. What a shame, it is kind of a main character (antagonist), should deserve more from me :). Also lately I had some tweaks in its palette and animations so it kind of reached its final-ish state.

Here it is in it’s glory devouring the place:
GIF from KREEP, the KREEP in action.
This was captured right after starting a test level with two players. Only mentioning this because, both the player count and the size of the devoured place (+ passed time) influence the spawn speed and the number of simultaneously occupied tiles.

Another thing I was not posting too much are screenshots. I guess GIFs are just more fun to create 🙂 ?! I’ve been building some levels for capturing more varied game-play footage, so this is the best time to share some pics:

KREEP screenshot #4A deep space medical station.

KREEP screenshot #5

A smaller fighter ship.

Br, onto the video!

KREEP, preparing for the future.

Hi all!

As mentioned last time, player graphics!

A little history leading to the current state first:

When writing my fancy game design document at the beginning of the project, I was thinking a bit about how I envision the player characters and their relation with the story. Back then I was poised with the idea of characters like in TowerFall. I really liked the influence the distinctive look and a little back story had on players. I even went ahead and drawn some concepts for four possible players characters:
Old pencil concept art for KREEP player graphics.
Even started some test pixeling:
Pixel art study for KREEP old character concept art.
Than I scraped the whole idea of distinctive characters, because lately I realized a couple of things about my goals and the core design and plot. The simple reasons are effort and graphical style. It would’ve taken a lot of time to really polish these portraits, and the top-down view is really restrictive in this regard, so it would have been impossible to keep the player coloring mechanic (anyone can select any look and your player number defines your color tint) and achieve recognisable game-play character graphics. The other not so obvious reason is, that in this game, players take a similar role and from time to time work together and not only against each other. Based on the back story, you fight the KREEP on places and in a setting like the Nostromo from Alien, and you get to choose while playing if you are Ripley fighting for survival or Ash the android helping evil corporate goals (and of course infuriating fellow players 😀 ). Another thing is that I really liked the place-holder character I’ve used in the game so far :).

I decided to pixel a similar looking astronaut guy:
GIF from KREEP, the new player in action.
And I selected the “hope to be final” palettes for the players:
GIF from KREEP, the new player colors.
The down-side with this approach was, that players don’t get to choose from various looks, and I kind of missed that idea, so I came up with a direction, that somewhat brings good traits from both worlds. The player characters would have two sprite layers and the second layer can be selected by the players to customize the head and armor looks. This amount of graphics to be produced was absolutely manageable, and it allowed a small customization while keeping a similar but recognisable look with player graphic coloring.
KREEP work in progress male character skins showcase.
Not all of them is here, some still needs a couple of pixels to be pushed around, but most of them are finished. Going for ten “skins” (maybe even more if time allows). Another nice addition this approach made easily possible, and I love it’s outcome, is female characters:
KREEP work in progress female character skins showcase.
I’m perfectly satisfied with the new player character graphics. I’m pursuing this direction and I think overall, it benefits the game the most.

About the future of the game and some about the upcoming updates:

I would like to get the game, when it’s finished, to steam. So I’m going to put together a greenlight page by next week. I don’t know how much time I will have besides working on it, but I still have some half-finished developments sitting on my disk and I’m going to post the page itself, so at least a gameplay video is to be expected 😉 !