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Blog about my Video Game(s): What is inside

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Hello Leadwerks Forum its me again. The guy who releases too early

Theres going to be a new game inspired by the Polybius pasta in the player soon. I just wanted to explain the core mechanics of the game and why it is more important than my free time. For some time, I have developed games on other Engines but the tournament got me back to my haven again ,where I am the most confident with my skills. This is why I can try new or more absurd game Ideas like an "intense psychoactive and addictive" effect provoking retro game. But with less focus on the "psycho" and more on the caffeine effect :D. Of course I run into problems because leadwerks is not made for this wireframe look or twodimensional games, so I dropped it already :(... Just kidding, (no really I did but troughout the day more fixes came to my mind) - like using transparent images for rendering them instead of trying to make a skybox background which itself is also wire... you get the idea.



The game is split into multiple minigames.All have the feeling of an arcade or retro game from the 80's , but who am I to know how they really were like :). For example, if you "loose" at one of these, it automatically switches to the next endless minigame which gets harder and harder with more movement and colors. One of these games, which will hopefully playable at the end of the tournament is almost done to its core. Its an wormhole simulator in which the player travels with a spaceship and needs to gather blue cristals which differ from other objects that you are not allowed to hit: (outdated)




A year has passed, time for an other update.

Exspecially in the last weeks, I have been thinking and working onmy Game for long hours.

yay !

A Video from exactly a year ago shows the early Game functions which no longer will be as they are in the final game, unfortunately. (Youtube: Slastraf)

Today I am focusing on Game Art, not as much as -programming , just because when I got into making Games, I started off and like to work with 3D programs such as Blender or Designing Levels with the built in Editor.

So I needed to compromise and make my Game visually looking better and make the Player interact more with the surroundings , and less with things that are time intensive to program (Mirrors Edge's FPSplayer or something like huge RPG games).


I have read somewhere that Games in general are more interesting and fun to play , if one has lots of decisions to make.. Looking at that, it took a while for me to think of an Point-and-click style adventure game, where the Player is able to visit much and different areas of the deadly Surface of the Planet.

But not only did I want the Player to be on the surface, but be in an Underground Vault-style Construction,

and fight enemies that are lurking inside of it.

(Theres going to two boss fights in 3D and also the mentioned 2.5D , but later more.)





These both Style of Games added up , lead to the Story.

In late 2014 I first modeled a poor looking Space Station (Yes, I originally wanted to make a space Game) which was part of a Game where the player could flee in a capsule to the nearby Planet.

Now I taught I will start the Game right where the protagonist does A crash Landing on the Surface.


The main Objective is now , to find a way to survive the conditions of the Planet, since it has much Gravitation, less atmospheric pressure, and temperature (extreme long hot days, cold nights).

I dont want to start talking about the over agressive hunter animals (Bosses).

Of course you are not the only one to crash on the surface, you are able to get main Gear from the evil alien race Survivor,

I have already modeled the Laser Blaster, but theres going to be a Blaster Pistol, and a multifunctional ,

hand-attachable Taser, which generates a holographic protective shield . Only the latter will be available on the Surface to fight the boss, and in the later Game theres gun battles between Inhabitants, inside the Underground construction.


All things Planned so far:

Coast area, (will be big part of the plot , but I dont want to spoiler)

Cliff area,(Crash site)

Forest area,(First casual fight)

Swamp area( First jumbo Monster boss fight ,, no spoiler )

Interior maps of Underground Construction


Things I am thinking of possibly putting in the game:

Abandoned Small city

Long Road in Desert


I am looking forward to extend my knowledge, Make 3D Assets, and Share my game wink.png


Some more WIP:

Skyboxes By chrisV, thank you !


Crash Capsule:



Blaster Gun ( Am going to Upload timelapse on my Youtube Channel soon)



Cliff area:



What's in a quest?

"To give you an idea of the character interaction, this special feature will highlight a few parts of a minor subquest.


All of you who’ve played a role-playing game are familiar with the standard retrieve item-receive reward type of quest.

There’s nothing wrong with those, and as a matter of fact, they are very useful for introducing a player into a universe. Unfortunately, typically those quests are implemented as “Hi how are you – if you get me this sword, I’ll give you 500 coins”, and that’s it. [...] "

(not by me, credits go to larian studios)



That is what I have been thinking about, too .

In my game which I have no name for at the moment I will implement very complex Interaction

inside the world , and also with the Npcs .

I know this might seem to be a huge project, but I am very into this so I am going to make a pre alpha in january 2016.


Only rare 3D map and character moving (for now)

Maybe I have started this blog too soon, but I want to share my ideas . (also I am a bit bored laugh.png )

If you want to build something similar like this in your game, please do that .


Whats inside the Screen (items with "+" are currently not in the game):


The screen itself:

The resolution can be changed in the options menu,

There is a very smooth vintage and contrast shader to make it look better.

Appearently it has a very good look now.


The map:

Some self made assets with the nobiax textures in the workshop* make a good look.

There are walls, dead trees and a big stone. all of them have physics and it works quite well .

This are low poly 3d models made in blender* .


The character movement:

(character model itself currently work in progress)

It is like in L.o.L. , a top-down camera following the character smootlhly via thirdpersonfollow script.

w-a-s-d keys move the character into the directions. The mouse is visible and is used for +spells

and other things to interact with the 3D world.

Very much work needs to be done in particular here.


The +barrels and +chests:

Unlike the chest, a barrel can be breaked by the player to see whats inside even when its locked.

The chest can be opened if it is not locked and a window will appear showing you what`s inside.


The +key:

Any key that (wow just want to throw in that the site auto saved this at 12:22:22) is found on the map

is for opening a +door or a +chest to explore the world.

There is also a +key boundle that can open anything if you are skilled in this.



They are a main part of the Game, like story and much amount of interacting with them on surprise or +trading.

examples: guardian always watches you not stealing a item, or you will be put into jail.


+buttons and +bars:

On the screen there will be a health bar, a stamina bar and a mana amount bar.

if one of them is empty you can think yourself what happens.

The bars maximum amount can be increasid with potions for an amount of time or via skill tree.

The health bar in particular can be filled with food, the mana bar with drinks, the stamina bar just with potions but it refills itself much faster if the character makes a short break from running.

There will also be a combat switch button, when you are in combat, you need too pull out your weapon,

when you are in a friendly surrounding with Npcs they want you to put it on your back.

Much more buttons will be available like inventory or equip


and much more things...

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