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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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Undergroundies
Good News! Trigger Saint is now on Steam Greenlight! come on by and cast your vote!
http://steamcommunity.com/sharedfiles/filedetails/?id=362593038


It's been a while since I have made a post here about Trigger Saint so I thought it was about time for some updates, Trigger Saint is looking better than ever and has lot's of new changes.I have included a new Trigger Saint trailer some new sreenshots, a picture of the updated title screen and a load of patch notes!

[color=rgb(0,0,0)][font='Trebuchet MS']Enjoy And Happy Holidays![/font][/color]




[color=rgb(0,0,0)][font='Trebuchet MS']New Trigger Saint Trailer[/font][/color]

[color=rgb(0,0,0)][font='Trebuchet MS']
[/font][/color]




[color=rgb(0,0,0)][font='Trebuchet MS']New Title Screen[/font][/color]

[sharedmedia=gallery:images:5991]


[color=rgb(0,0,0)][font='Trebuchet MS']Screenshots[/font][/color]



[color=rgb(0,0,0)][font='Trebuchet MS'][color=rgb(34,34,34)][font='Helvetica Neue'][sharedmedia=gallery:images:5990][/font][/color][/font][/color]


[sharedmedia=gallery:images:5989]



[sharedmedia=gallery:images:5988]





Trigger Saint Patch Notes
December 26th


More polishing with this new holiday patch, lot's of updated artwork a new Kuna Module and floating background debris!
I am very excited for the future of Trigger Saint and I hope you are too!


-Added new sound effects for enemy weapons.
-NUM keys can no longer be used for items.
-Changed sound effects for Saint's primary and secondary fire.
-Omega Blades animations have been updated.
-Floating background debris added to levels 1-4.
-Updated the first boss design, he looks a little different now.
-Updated Skill Screen artwork.
-Player movement has been tweaked a bit.

What to expect in the next patch
-"Kuna Musket Kits" with these kits you will be able to alter the look of your Kuna musket!
-"Secret rooms and locations", further exploration will reveal secret areas and hidden rooms.
-New enemy types, New bosses and new items

-Options and Credits screens.



[color=rgb(0,0,0)][font='Trebuchet MS']Trigger Saint Patch Notes[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']December 12th[/font][/color]

[color=rgb(0,0,0)][font='Trebuchet MS']-Added new skill "overdrive" Increases your spirit recharge rate, one time upgrade. Cost, 600 skill points[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-"Musket Mastery" skill now costs 400 skill points instead of 300.[/font][/color]
-Added new item the "Hero's Medal" Increases your attack by 5 while in your inventory.
[color=rgb(0,0,0)][font='Trebuchet MS']-Added floating background debris to level one.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-Added new floor and wall tiles to the hidden temple areas.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-Added new floor tiles to levels two and four.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-Added three new songs.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-Many other minor changes.[/font][/color]


[color=rgb(0,0,0)][font='Trebuchet MS']Trigger Saint 1.06 Patch Notes[/font][/color]

[color=rgb(0,0,0)][font='Trebuchet MS']-This patch won't include many big changes but lots of small ones, I wanted to go back and polish up previous levels/enemies before adding new ones.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-I have spent a lot of time the past couple days working on the enemy wall-glitch bug[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']and I think I finally have it fixed. You might still encounter this problem, if you do let me know.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-Secondary fire and "Spirit Mines" will no longer bring your spirit into the negative.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-Added portal switches to levels 1, 2, and 4.These switches must be activated before certain portals will open.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']I will be adding switches to level 3 in the next patch.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-Made small changes to all levels, added new obstacle area to the end of level 2.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-Spirit mines now cost 3 spirit to cast instead of 5.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-I have redone the cloud generators, makes for faster work flow and also reduces game lag.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-I will be making a new post within the hour about "Trigger Saint" lore.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-The next patch is going to include new enemies, new levels and new items. Stay Tuned![/font][/color]




Trigger Saint 1.05 Patch Notes

[color=rgb(0,0,0)][font='Trebuchet MS']DECEMBER 3rd[/font][/color]

[color=rgb(0,0,0)][font='Trebuchet MS']-Stamina will no longer drain while holding shift and standing still.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-Made more font changes.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-Added secret portal in the tutorial room, if you figure out how to power it up you can skip through the tutorial room.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-Saint's primary shot got a complete make-over, it now has it's own animations and looks much better.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-The floater enemy now shoots missiles, new artwork for the missiles as well.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-All enemy designs have had their legs removed, and the artwork for most of them has been redone.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']They are floating chaos machines, just was a gut feeling to remove the legs.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-Enemy AI has been tweaked.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-Added new shrapnel animations for enemy death/explosion.[/font][/color]




[color=rgb(0,0,0)][font='Trebuchet MS']Trigger Saint 1.04 Patch Notes[/font][/color]

[color=rgb(0,0,0)][font='Trebuchet MS']NOVEMBER 29th[/font][/color]

[color=rgb(0,0,0)][font='Trebuchet MS']-Added intro level, this will help players learn controls.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-Added floating switches, when off they will flash yellow, when on red.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']Shoot these to turn them one.Who knows what these will unlock, it's up[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']to you to find out.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-Updated the artwork for the info box.[/font][/color]
-Updated title screen artwork.
[color=rgb(0,0,0)][font='Trebuchet MS']-Changed game fonts.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-Added teleporter inactive text.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-Player must now be stationary to read notes,books and item info.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-New smoke animations.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-Other level changes.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-New Skill (Focus) slows enemy bullets, cost: 400 skill points. [/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-Musket Mastery now costs 300 skill points. [/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-Updated the skill screen. [/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-Some level tiles have been updated. [/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-Skill screen now displays items collected and levels completed. [/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-"Meditation Stations" have replaced the upgrade computer. Press the "F" key when near one of these shrine-like stations to access your upgrades. Look for the smoking incense! [/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-Spirit tanks now refill your spirit completely. [/font][/color]




Trigger Saint 1.03 Patch Notes

[color=rgb(0,0,0)][font='Trebuchet MS']-I changed Trigger Saints design a tad and tweaked his animations.He now has a split in his visor.His angle is more apparent.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-Started working on the skill screen artwork.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-Omega Blades now have their own particles.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-Removed shadows from spirit mines.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-Spirit Mines will now circle the player, this seems much more useful as before they just flew about. Summoning up a few of these before a fight can protect you from those enemies that get too close. These work great when combined with the battle shield.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-I have changed all of the transmute amounts to better balance the game.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-Most minor items now transmute for 10-25 skill points, Mods 50-100.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-Transmute amounts are now shown in item descriptions.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-You no longer need to be on top of an item to pick it up.Masks and distances modified.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-Added 4th level with boss battle! Give it a run![/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-Added new item "Spirit Stone" add 10 to your max spirit while in your inventory.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-Added start button sound.[/font][/color]
Undergroundies

Trigger Saint!

My project finally has a name... Trigger Saint!

I have made many changes and it is somewhat playable ,I really like what i have so far.
An early version is now up on the steam workshop for some testing and feedback, stop by and give it a thumbs up!

http://steamcommunity.com/sharedfiles/filedetails/?id=339888212


Below I have also included the updated title screen and recent patch notes, enjoy!


[sharedmedia=gallery:images:5876]






Nov. 19th

-Added two new items, the "Vitality Stone" and the "Old Scope"
-"Vitality Stone" raises your max health by 10 while in your inventory.
-"Old Scope" raises your attack by 5 while in your inventory.
-Added three new songs.


Nov. 17th
-Re-opened level 3
-The Omega Blade mod is now available,send sharp spinning blades towards your enemies! Available on level 3
-More AI tweaks.
-Aded level 2 scouts (Blue), much faster than their red cousins and harder to kill.
-Small changes to levels 1 and 2.
-Added new particle effects.
-Updated title screen.


Nov. 15th
-As requested arrow keys can now be used to move, the 1-3 keys on the num pad can now be used for inventory slots 1-3 (Only if "Num Lock" is activated).
-I still recommend using WASD as they are closer to the "T","R" and "F" keys.
-Mouse icon no longer dissapears on game restart.
-Levels one and two have been tweaked.
-AI has been tweaked.
-Closed down level 3, should be finished and back open by tomorrow.
-Made changes to level 1 and 2.
-Made changes to enemy AI.
-Added new enemy, Corrupted Orb.They don't move but they pack a punch, don't get too close or they will explode!


Nov. 13th
-Removed screen shake, it needs to be tweaked!
Along with the lighting this could be the cause of the crash bug for some. I have removed any room size sensitive objects/controllers to see if any improvements can be made for multiple display resolutions.
-Removed lights and darkness from starting temple room.
-Nano Mites now costs 5 spirit to cast.
-Added "Books" These will be scattered throughout the levels.Find em and learn more about the magical world of Trigger Saint and it's history. Who knows... some books might increase player stats and abilities.
Undergroundies

New Project Updates!

Hello!

I started a new project back in August. It began as a survival style game with a small inventory, it later evolved into something different. Now it is more combat driven, a sci-fi fantasy shooter. Still is in need of a name.

The player holds a main weapon, a "Kuna Musket" Left click is primary attack, right click is secondary (AOE). Spirit (ammo) can be charged by pressing R. Weapon modules can be found and added to the inventory to give the player a third,fourth and fifth attack (If desired).There will be many to find, I want each player to have their own favorite combination of attacks.I also have added a couple single use items (shields,mines) and items that heal or replenish the hero on the go(Healing Salve,Spirit Tank). Little bits of the story can be found in old books and on notes, I want to keep it simple.


I now have an account on Twitch and will be streaming my Photoshop/Dev sessions.
New artwork, concepts and screenshots below. Until next time!

http://twitter.com/AaronArcand
http://www.twitch.tv/undergroundies/profile


New Title Screen Concept


[sharedmedia=gallery:images:5634]




Early Hero Design


[sharedmedia=gallery:images:5635]


Enemy Concepts

[sharedmedia=gallery:images:5636]


[sharedmedia=gallery:images:5633]


Screenshots

[sharedmedia=gallery:images:5632]


[sharedmedia=gallery:images:5631]


[sharedmedia=gallery:images:5630]
Undergroundies

I am proud to announce that The Underlings is now up on the Game Maker Showcase!


YoYo games did a great job setting up the page! check it out here: http://www.yoyogames.com/showcase/89



In other news, my top down shooter "Override" has been finished is is now available on my itch.io page, grab it here: http://undergroundies.itch.io/override




I have also started a new project, [color=rgb(41,73,90)][font='Open Sans']So far the prototype has a simple inventory system and above/below ground areas to explore. I want this to be a survival style game, rather than growing crops or making tools I want the player to rely on old bunkers scattered throughout the land, filled (with or without) goodies and things for survival.The player is on a planet with constant daylight due to multiple suns so...being above ground will raise your heat level, if it gets too high the player will die. Will you stay? Will you travel on? What will you take with? these are all choices I want the player to have to make. [/font][/color]



[color=rgb(41,73,90)][font='Open Sans']Some new screenshots below, enjoy![/font][/color]



[sharedmedia=gallery:images:5481]

[sharedmedia=gallery:images:5482]
Undergroundies
The Underlings have come a long way in the past few months, thanks to feedback, testing, comments and other support. Everyone has been wonderful!
Some great news, The Underlings has been accepted to be on the YoYo games showcase! All assets are in, I just need to be patient now smile.png.

Also... An article has been posted about The Underlings on "Game Cola" check it out here: http://gamecola.net/2014/07/scratching-the-itch-io-7/


Below, new underling called the "Lorath" and below that, patch notes.

gallery_218635_752_245483.png






Patch Notes:

*July 20th*

-When an underling egg is ordered it will now be sent strait to the incubator instead of the roof.
-Seeds and jars will no longer stack when clicked close together, they will now stop/collide accordingly.
-Removed the shears tool.

*July 18th*

-Removed credits/currency from game.Items, underlings and plants still have to be unlocked but will not cost anything after it's unlocked.
-Right clicking dried grass now sends it to the grass bin rather than selling it.
-right clicking underling poop now removes it from the garden and rewards enlightenment.
-Fixed bug where plants would grow in the air.
-Sorry, many big changes, after some feedback I felt the game needed them. Let me know what you think.
-Fixed other minor issues.

*July 11th*


-Added new underling "The Lorath". These wont eat grass/plants, they will only eat captured insects.Make sure you have a steady supply!

*Updates July 5th*
-Fixed crash involving the Tocapa underling.
-Text now appears when an item or underling is sold, letting you know how much it was sold for.

*July 4th*
-Removed rocks
-Removed the "Mogo" underling
-The "Gozar" underlings has been completely re-done, this underling can no longer break open rocks
Undergroundies
63da6abfbda60c75dddefa17b8b9f22f.jpg
I have been very busy the past two weeks working on The Underlings so I haven't had much time to write in my dev log. Lot's of catching up to do!

The Underlings is doing great so far on the Game Maker workshop! 220+ Subscribers, and lots of nice comments/feedback. I also submitted The Underlings to the yoyo games website just the other day so I can get it out to more people, the video I made for it is below, The Underlings needed a new trailer... The Underlings has already come a long way but it still has a long way to go, visit the steam link below to give it a thumbs up, two more positive ratings and I get my star rating displayed! All new Underlings patch notes are at the bottom of this post.


Check out The Underlings On Steam! http://steamcommunity.com/sharedfiles/filedetails/?id=259383777
Find me on Twitter! http://twitter.com/AaronArcand


Last week I gave myself three days to complete a small project for some good practice, the result "Override". An arcade shooter.

Check out Override On Steam! http://steamcommunity.com/sharedfiles/filedetails/?id=271892053





Underlings patch notes below:



*Update June 19th*



-Sodox got a make-over.
-Sultra Underling got a make-over.
-Title screen got a make-over.
-All tool buttons have been redone.

**June 17th Updates**


-Fixed all grass bin filling problems in the nursery etc.
-Reverted back to selling grass the old way.It must be dragged to the bin the fill it.Right click grass to sell.

**June 15th Updates**


-Fixed problem with baby Mogo changing into Tocapas.
-Grass is now sent to the grass bin instead of being sold when right clicking. Grass is now sold by right clicking the grass storage box.

**June 12th Updates**


-"NEW" Underling called the "Mogo" These small underlings will grow a pair of wings when full grown.


They are otfen seed carrying food long distances to other underlings in it's family.As long as your grass bin is filled with dried grass these underlings will keep any other underlings nearby fed.
-Other minor changes/fixes

*June 10th Updates*
-"NEW" Plant called the "Otoroshi Flower" When full grown this flower will slowly raise the enlightenment for your garden.
-Grass bundle artwork updated and is now a bit bigger.


*June 9th Updates*
-"NEW" Grass Box" this box is located in the garden and the nursery. Grass is the main staple of the underling diet so I thought it would be best to have a storage box for it. Drag or drop a grass bundle to the grass box to store it.Click the box then hold to remove a grass bundle.Hover over the box to see how much grass you have.
-Updated lots of artwork! Polish!.

*June 7th* Not much for updates this weekend, I need a break! I hope you all have a good one! Stay safe!
-Updated "Gozu Plant" artwork.
-Fixed pricing problems and other minor issues.
Undergroundies
I have also included some new artwork, enjoy. ;).

[sharedmedia=gallery:images:5249]

[sharedmedia=gallery:images:5248]


Patch Notes/Changes below:

-Save feature added, press "S" to save "L" to load.
[color=rgb(41,73,90)][font='Open Sans']

- I have completely redone all of the prices for underlings,items etc. for a better balance/flow. We will have to see how it works out.

[/font][/color]

[color=rgb(41,73,90)][font='Open Sans']

**Update June 5th** -Sick and tired of having to water all of your plants? Introducing the Kappa plant! When full grown this plant stores water in the top of its stalk. Any other plants in close range will share it's water! meaning as long as the kappa is watered any other plants near it wont need watering!

[/font][/color]
[color=rgb(41,73,90)][font='Open Sans']

-Added "Small Rocks" .These will be randomly generated with each new game.This is the first object added that can be crushed by the full grown Gozar's jaws.Breaking open certain rocks can sometimes reveal rare gemstones! -Added three new gemstones that can be found in rocks, the "shadow gem" the "Crimson gem" and the "glowing amber".

[/font][/color]

[color=rgb(41,73,90)][font='Open Sans']

**Update June 3rd**

[/font][/color]
[color=rgb(41,73,90)][font='Open Sans']

-Added new underling the "Gozar" These underling are often dark green in color due to the moss that grows on their body.Besides their normal diet of plants and vegetation they require a mineral to help the body battle harsh conditions, only found in rocks where the Gozar is found. They are able to crush these rocks and ingest them with their powerful jaws.

[/font][/color]
[color=rgb(41,73,90)][font='Open Sans']

Tip-Every so often a full grown Gozar will open it's mouth, when this happens you can drag any breakable item to him and he will help you find what's inside!

[/font][/color]
[color=rgb(41,73,90)][font='Open Sans']

-Added new insect, the "Yengo Fly" these are attracted to the glowing fungus pits on a full grown Yengo's skin.These will also generate enlightenment for your garden, if you aren't in need of enlightenment you can catch them and sell for credits. -Fixed enlightenment spamming problems, enlightenment is no longer gained from watering plants.

[/font][/color]
[color=rgb(41,73,90)][font='Open Sans']

-The underling info in the field guide now has a second page, click the down arrow icon to move to the second page.

[/font][/color]
Undergroundies
Patched up to 1.6! aka the "Big Patch"



Lots of big changes, messing around with new ideas, programming flies to fly towards poop... this is the 1.6 update. ;)





Patch Notes Below:



Wanted to change the direction the game was going.Rather than the underlings being a part of a collection I wanted them to each play a purpose in the world.There are only two underling types in the current version, Don't worry! more will come come soon! Other changes below.


-!Introducing! the "Underling Field Guide"! this can be accessed by clicking the book icon at the top of the screen,this contains helpful hints and info about the underlings and their world.This is a good place to get started if you are new to the underlings.
-New 1920x1080 resolution
-New tool "Shears" can now be unlocked at the shop used to trim the "Sultra" underlings hair when full grown.In the future bushes and plants.
-Removed the happiness stat.
-Removed the evo stone.

-New Underling the "Tocapa" when full grown these underlings expel electrical energy from growths on their head.Keep a few of these in your garden to control flies and other pests. ZAP!
-Underlings can now poop! When you find poop in your garden sell it by right clicking with the mouse.
-New insect! The Jikininki Fly, attracted to underling poop, the longer you leave poop around the more flies will appear. Jikininki Flies in your garden will slowly lower your enlightenment.
-Fixed other minor bugs and glitches.
-The "Sultra" underling can now be trimmed with the shears tool during it's elder stage in life, sell it's fur for a fair price to the shop.
-When an underling is above 70 hunger a fruit icon will appear above it's head, if you don't feed it soon it will perish.
-Navigation to the nursery and shop now only requires touching the button with the pointer, makes going from screen to screen holding items/underlings smoother/easier.
-The store button is now located on the upper left part of the screen.
Undergroundies
The Underlings demo is now available to play on the Game Maker workshop! http://steamcommunity.com/sharedfiles/filedetails/?id=259383777
If you haven't yet you should come on by and try it out.


https://twitter.com/AaronArcand

Below I have included all of the latest changes/patch notes and artwork demonstrating the power of the new "Evo Stone"!, enjoy!



[sharedmedia=gallery:images:5178]

Update! May 21st



-Introducing the "Evo Stone"! This can now be unlocked in the shop when you reach 500 enlightenment.If used on an adult Underling who has a happiness rating above 75 it will force them to evolve into a completely new form!(As of now this only works on the adult "Sultra")
-Added new insect the "Tennin" beetle. Attracted to the nectar of the Yobuko plant, these will only appear for a short time and must be captured quickly.
-Updated baby "Sultra" artwork.
-Updated baby sodox artwork.
-Updated garden background.
-Updated title screen artwork.
-Updated nursery background artwork.
-Updated artwork for the "Sodox" underling.

Update,May 19th: Introducing insects! Insects will now migrate to your garden if certain plants are being grown! The first insect being brought into the world of The Underlings is the "Kanedama" beetle, these can be captured in an empty jar and sold for a decent amount of credits. They are fond of grass, Keep an eye out!

Update, May 18th:
-Enlightenment can now be gained from feeding underlings.
-Empty jar can now be sold back to the store for half the buy price.
-When an underling dies enlightenment will now be taken away.
-Uncommon eggs are now unlocked at "400" enlightenment.
-Enlightenment can no longer be gained from watering seeds.
-Rooms can now be switched regardless of tool equipped. (Changed, rooms can only be switched while pointer is equiped, tools must stay in the garden!)

Update,May 17th: Yesterday I patched up to version 1.1. This now has a pause feature, the game can now be paused by pressing the "P" key. I have also added two new uncommon underlings, The "Rhet" and the "Ewora". I do realize at this point that the underlings do not have much of a purpose besides being part of a collection or being sold for more credits. Some new ideas I will be implementing into the game within the next week include: The creature arena/creature training, new garden biomes where only specific plants can be grown(Cave,Mountain,Swamp,Water), New tools to make managing your garden easier.
Undergroundies
A while back I made a switch in projects, all of my time as of late has been spent finishing the demo for "The Underlings".



Do you have a hard time relaxing after a hard days work? If so step into the world of the Underlings for a bit and you might just learn to breath again...

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A click and drag, creature and plant simulation game, with a zen-like atmosphere. Raise a variety of creatures and plants while relaxing to soothing music and surroundings.

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Enlightenment is gained as you raise your creatures and plants in the garden of The Underlings. Higher enlightenment reveals new items in the shop, new egg clutches, new seed types, and special totems to increase your gardens beauty and happiness.

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Update May 13th: The underlings demo is now available on the Game Maker workshop! I would love to hear some feedback about the overall pace/flow of the game, if you get some time drop by and check it out!


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Thanks,

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Aaron Arcand

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http://Twitter.com/aaronarcand

Undergroundies
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"Shards" can now be collected throughout and when selected determine the spell being cast. The attack bar can now be charged, levels of charge effect the way spells are cast (extra speed, damage, distance etc.). Levels of charge also effect player speed and jump height, at full charge the player will travel at full speed and jump at max height, when charge is empty player will run at normal speed and jump at normal height. I have also added a few new backgrounds and started construction on the first area. I have included a link to the new video update below, it covers some basic movement, the first two shard spells and the new particle effects. Enjoy!

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Undergroundies
Runner 2014-03-06 22-24-59-96.jpg

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Spent today reworking horizontal and vertical collisions, so far so good.Animations have been tweaked and are much smoother now. Decided to add an attack bar similar to the one in "Secret Of Evermore" attacks with the bar full cause max damage while attacks with the bar mid charge cause less damage. "Flames Of Duna" has been fixed to work with the new changes, when cast on an enemy a fireball travels from the player towards the enemy and explodes on contact. Enemies can now walk left and right, determined by random dice rolls.I eventually want enemies to to move towards player and attack when close enough, I haven't messed with any A.I. thus far so that will be my next challenge.

UPDATE^^^

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Decided to make some big changes... I have completely removed the tile based movement system, it Just didn't feel right for what I'm trying to accomplish. I will still be keeping all of the original mechanics, player attack radius boxes,spell unlocks,Defense/Attack, and click to attack. It feels great so far, a side-scroller/Rpg mix seems more fitting. I will be spending most of my time tonight tweaking player animations and making a few land sets for the player to explore. Above I have included a couple sprites from the new player running animation and a new screenshot, Enjoy!

Aaron,
Undergroundies
Undergroundies
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Today I spent most of my time working on new tilesets for the prototype. I didn't like the feel of the previous "Dungeon" style tileset, I want dark but it was too dark. I also want to use lots of color, I feel temple/dungeon tilesets will restrict my use of color. The underground city/world I want to create needs to be a place people want to stay and explore, walls covered in shimmering stones,cave formations,glowing bugs etc. The center tiles are now seamless and look much better. Above I have included a screenshot with the new tileset implemented.
Undergroundies

In The Works

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Greetings, this journal will cover the journey of my new prototype "Into The End". It is a tile based movement,click to attack game.My last few prototypes have been side scroller/platformer games so I wanted to try something different.

The tutorial section is now complete and three skills have already been implemented into the game and are usable "Flames Of Duna" "Mend" And "Demolish". Attack and Defensive items can be collected throughout and change the appearance of the player."Other" items will available and can be used to interact with the world in different ways.Skills will be used to heal, inflict damage/buffs, and solve puzzles.

If you want to see screenshots from the new prototype check out my gallery!

-A little about me

-I have been an artist/painter for 16 years.
-I use Flash,Photoshop and a Wacom Tablet for my game artwork,animation and concepts.
-I code my games in Game Maker.
-Some of my fave games: Chrono Trigger,Fallout 2,Earthbound,Super Metroid.

Links to past projects below:

Quasar


Little Fuzz
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