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Lemma - Alpha 3 Ready to Play

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evanofsky

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    After seven months of hard work, Alpha 3 is ready to play!

    Some interesting statistics:

    • 28,000+ lines of code
    • 29 MB of compressed voxel data
    • 63 MB of sounds and music
    • 38 animations
    • 60+ textures and normal maps
    • 220+ revisions since Alpha 1

      Incidentally, most of that is open source! If you're a developer, check it out on GitHub.

      This version includes the first five maps. There are still some unfinished bits (the opening sequence is not yet textured) but it's come a long way in the past year.

      Please play this because this release will report invaluable analytics back to me so I know what parts are frustrating. The most important thing the game needs right now is play-testing! Please let me know what you think as well, all the feedback from past releases has been incredibly useful and encouraging. You guys are awesome!

      Future Plans



      It's difficult to judge release dates, but I foresee at least another year and a half of development in order to make the game say everything I need to say. My goal is to save enough money in the next year to take some time off and dedicate myself full-time to finishing Lemma. For the first time, I have a vision for the whole game experience that is actually feasible for one person to complete. The engine is done and from here on out it's basically all level design.

      Thanks for reading and playing. See you in a few alpha releases. icon_smile.gif?m=1129645325g

      Mirrored on my blog
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Out of curiosity, why the decision to make it open source?

Wouldn't that make it harder to meet your goal of selling the game once it's finished?

Also purely out of curiosity, how's your teaching experiment going? I'd love a post about that to hear how it went when you've been doing it for two or three weeks.

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Cool that you are still working on this, I had forgotten about it. Will try it tonight maybe - hopefully it runs on my computer!

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I don't have a mouse (only a tablet), so this is somewhat hard to play for me. Do you plan on adding joypad support?

I got to the part where you have to do a long run between two walls. I fell and for some reason I was teleported back to the beginning of the game (not to the latest spawn point).

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Out of curiosity, why the decision to make it open source?

Wouldn't that make it harder to meet your goal of selling the game once it's finished?

Also purely out of curiosity, how's your teaching experiment going? I'd love a post about that to hear how it went when you've been doing it for two or three weeks.

 

The code and some of the content is open source, but most of the actual game content (environment textures, maps, and scripts) is not. At least in my mind, that's the best of both worlds.

 

Teaching has been going pretty well! I ended up not doing the video lectures, but the classes have still been pretty much 100% hands-on. I've been using Python's turtle module with varying success. The biggest challenge I've had is the range of students (5th to 10th grade). The more advanced ones are just having a blast, while the younger ones are struggling. It hasn't been too bad so far, but at this point (half way through the six weeks) I need to split the curriculum up so I can teach more efficiently. I'll put up a more thorough article soon!

 

I don't have a mouse (only a tablet), so this is somewhat hard to play for me. Do you plan on adding joypad support?

I got to the part where you have to do a long run between two walls. I fell and for some reason I was teleported back to the beginning of the game (not to the latest spawn point).

 

XNA has built-in support for the Xbox controller. I had that working at some point. I'll see if I can get that up and running again.

 

Re: spawning issue. Several people have reported that problem. which I've actually never seen in my testing. From the feedback I've had, it seems that I need to revamp the spawn system anyway.

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Looking good. This has evolved a long way since the little grey ninja :)

 

(I miss that little guy a bit though... :( )

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I crash if I run indirectly by way of the launcher (as well as the launcher's launcher ?). If I run the executable directly it is fine.

 

It is really fantastic how much you have done! I am having a bit of trouble feeling like I am in control of my character, especially with the whole jump+shift thing (it is not entirely clear to me how that is supposed to work), but I am pretty sure it is just me. Look forward to more!!

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Mirror's Edge and Minecraft are two of my favourite games ever, so I'm looking forward to this. Downloading, and will comment as I play

From the trailer, I have a few suggestions for improvement:

  • Change the running/jumping sounds, they could be a bit more 'impacty'
  • Change the arm model/animations - the pose with the gun looks really awkward. You might be able to get an artist to do some for you

Looking forward to playing!

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