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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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Lemma Release 2

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evanofsky

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Here's an extremely cut-down demo! No tutorial, no story, no explanation, just showing off new moves, new enemies, and the new weapon.

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Download it here for free. Please let me know what you think!

Super-Awesome Change List

  • Totally new block dissolve effects and sounds. Preeeettty
  • A new move that builds a platform of blocks and jumps you to the end of it.
  • The kick is gone; instead you can now roll at any time, which not only prevents you from receiving fall damage, but also blasts through any breakable blocks in front of you and if you're in mid-air, tries to build a platform beneath you.
  • New aiming system that lets you know if you're able to jump to the target or not.
  • A new type of exploding block.
  • A "tower" enemy that falls on you if you get too close.
  • Brand-new pistol, complete with reload animation, iron sight functionality, and magazine pick-ups.
  • When you die, you now drop the pistol and phone, so you have to go pick them up again.
  • You can now change the mouse sensitivity and key bindings.
  • The MSI installer was replaced by a simple Zip archive with a separate executable that makes sure everything is installed. Now it will be easier for me to push out more frequent updates.
  • More tweaks than I have time to list, including animation improvements, lots of new and improved sounds, performance optimizations, and bug fixes.

    Stuff To Look Forward To

    • I've been experimenting with chunks of blocks that are not affected by gravity. It's fun.
    • A "power" system where you can turn things on and off by connecting them with blocks built via the parkour moves.
    • A "vine" enemy that tries to build a cage around you and crush you to death.
    • A more open-world design for the island, focused on a central area surrounded by different sections you can visit. (Somewhat inspired by Bastion, which I got to enjoy this summer)
    • I revamped the story to better complement the gameplay and new open-world design, and I can't say much now but I'm realllly excited about it!

      Thanks for reading. Now it's back to the grindstone for me!

      Mirrored on my blog

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3 Comments


Wow very fun and original! If you make this some type of puzzle game I would put this right up there with portal when it is finished. I did have some problems, I do not know what caused it nor can I reproduce it but I started having the blocks that the player makes break off and float around the map in the air and then it promptly crashed the game when the floating block hit the ground. It only crashed once in the 30 minutes i played it and it was after about 10 minutes of play.
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