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RoKabium Games

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  1. SAMA Inventory UI

    @Plymbridge Group Fossils are items that are dotted around the worlds that you have to find as you explore the worlds. There are many item 'types', such as Fossils, Minerals, Gems etc. For fossils, you collect 'bits' of each animal as you explore. For example 'Legs', 'Skulls' etc. The pirate will generate a list of items that he wants for the ransom, and you can decide once you have found some of those items to either give them towards the ransom, or sell them on the market to get $$ to upgrade and enhance your aliens to make them stronger, faster & better. If you manage to get at least 1 of each of the bits to complete a whole fossilized animal, then that is worth much more on the market than the individual bits.
  2. ScreenShotSaturday

    Keeping up with the twitter hashtag of screen shots on Saturday!
  3. SAMA

    Images & screenshots from "Something Ate My Alien" game by RoKabium Games.
  4. Puzzle me this – Alien Logic

    Alongside fighting enemies and collecting loot for the pirate, there is a large puzzle element to our new game ‘Something Ate My Alien’. The main objective of SAMA is to collect the list of items that the pirate has demanded you locate for him before he will release your ship. A lot of these items can be found by digging through the worlds, but a portion of the items can only be found by completing in-game puzzles. As well as loot for the pirate, its also possible to find upgrades and boosts for your aliens, to help with the quest and make them stronger and more useful. Each world will have different types of puzzles and so far we have only designed them for the basic first level. Most blocks in SAMA are mineable and disappear once you dig them, but we have some special blocks that we call ‘Phys-Blocks’. These blocks can’t be mined, but you can move them around. You can push them left and right, and if you dig below them they will fall, killing anything below them. In specific areas of the world, they need to be moved around and fitted into the correct ‘receptors’ and when they are all in the correct place a chest is activated and you can grab your loot. Of course, while you’re doing that, there will be enemies around to hinder your efforts, and I’m sure that a Terrator will make an appearance and try to eat you if he’s feeling hungry. If you get into an impossible situation with the blocks, then you can press the door button again, and this will reset the puzzle to the original configuration. Puzzles in other worlds will also revolve around these Phys-Blocks, but different ideas will be used to make it more fun and harder. Phys-Blocks are also dotted around the world to block passages and hinder your exploration and to just make life a little more difficult for your aliens. Now you’ve finished reading this, you’ll want something else to read I’m sure! How about a little blog about the ‘art’ side of things written by Kat. Click ‘here‘ to read her blog. Also, hop on over to FB and give us a like on our Game Page or follow us on Twitter, and also if you haven’t already voted for us in the ‘IndieDB 2017 competition’ yet, click here and head over there and click the ‘Vote now’ button on our game. Thanks for reading, and until the next entry…. View the full article
  5. Something Ate My Alien

    You are the AI of a very skilled mining ship called Antalasia, currently cruising the remote solar system Bitiax looking for mining opportunities. While peacefully scanning for elements on the nearest planet Metis, Antalasias systems are suddenly taken offline and the ship turns dark for a second before being booted up again with all computer screens flashing “Intrusion detected”. Under control of a pirate ship, you must send down your faithful aliens to the planets below and battle to find the loot that the pirate is demanding! More In-depth: A 2D digging, adventure puzzle game with some retro feel reminding us of the amazing first digger games such as BoulderDash that we knew when we were younger. That is the type of game me and my partner wanted to create as our very first joint project for our studio “RoKabium Games”. Both being avid gamers we hadn’t seen many games in that genre that focused more on the actual digging being the main element rather than being an action plat former or survival and crafting sandbox with the occasional digging part. So last year we started working and planning for our game “Something Ate My Alien”. We knew early on that for a 2-person team to pull of creating a whole video game we had to have a planning structure for a game that wasn’t too large or complicated. So early ideas of making a full blown 3D, interactive, huge sandbox with multiplayer alternatives was just not gonna be a good starting point. We scaled down the idea of a huge concept and decided to rely more on our existing skill set in the game industry. We decided to focus on a more manageable core of that we ourselves would like to play and what we believed other people would also enjoy to play. A finite game story of about 6-10 hours game play from start to finish, something fun and charming with just the right amount of action/digging/puzzles ratio. We also knew that our game would show quality and engaging graphics being hand painted by myself and it would all be done in a style that would ooze retro, hand painted, uniform and a beautiful game with easy to navigate and clear game mechanics and graphics. We wanted it to be a lighthearted but a addictive little gem suitable for a both younger and a more adult audience. Our game would be exactly how we envisioned it since it would be the labor of our own vision, not working for anybody else. As a digital artist with several years experience in working for game studios and painting game assets, backgrounds, icons, characters etc and being part a team of other game developers, I did have some much needed experience in understanding just how much art is needed for a complete game. Even the smallest game contains more art pieces than you might think. For example, for every animation you do in 2D graphics you have to paint a new image and each animation can have anything from a very basic 5 frames up to 30-40 frames. So for each enemy you draw for example you need to also draw that enemy having an idle position, a walking cycle, a running cycle, an attack cycle, a dying cycle, a jumping cycle etc. So for one single enemy in a game you might have to produce up to around 100 images. Add to that, our game would have at least 10 different enemies for each level and we have designed our game to have a total of 4 levels. Each game level or planet as it is represented in SAMA is built up with a set of ground tiles that has seamless tiling for a smooth and more realistic look. For each tile-set I’m designing 6 variants so the illusion of random and unique ground that looks like it is not repeating. Each world has 4 unique tile types to add variation for the digging mechanics and giving the player more varied game play. On top of normal ground tiles we have variants of 20 unique decals and edges created to blend different types of ground together better and adding even more realism. Inside the ground tiles you can as a player find all kinds of loot. So far I’ve designed 25 unique minerals, 9 different type of gemstones, 8 different kind of gases (each with animation cycles), 28 types of artefacts, 12 different types of complete fossilized animals which consists of 62 separate type of bones to find. There are teleporters, oxygen stations, health hearts, energy boosts, lamps to light up the dark caves, secret doors with puzzle areas to solve to get rare loot or upgrades. There are icons for every item and enemy you can find. All of these visual elements are hand painted by myself and still this is just the bare base of each planet level. When designing the UI for the game we both wanted it very neat and tidy look, using our main colour scheme of blue-green-warm yellow that I first came up with during the conceptual art at the beginning of the project. I also wanted some elements to have somewhat of a computer screen/electronic look with glowing outlines to emphasize that you as the player are the actual AI of the ship and the UI you see is the computer interior. While continuing painting and designing the artwork for SAMA we are getting closer to a first Alpha of the game and we are hoping that with the help of feedback from gamers around us and people interested in our game we can develop a game that is incredibly fun and beautiful to play. See more over at our website: Somethingatemyalien.com
  6. IndieDB 2017 Compatition

    We’ve entered into the IndieDB 2017 Competition with SAMA! Please click the link below and go over to IndieDB and vote for our game, it would mean so much to us. http://www.indiedb.com/games/something-ate-my-alien Thanks for all your support. Rob & Kat. View the full article
  7. A 2D digging, adventure puzzle game with some retro feel reminding us of the amazing first digger games such as BoulderDash that we knew when we were younger. That is the type of game me and my partner wanted to create as our very first joint project for our studio “RoKabium Games”. Both being avid gamers we hadn’t seen many games in that genre that focused more on the actual digging being the main element rather than being an action plat former or survival and crafting sandbox with the occasional digging part. So last year we started working and planning for our game “Something Ate My Alien”. We knew early on that for a 2-person team to pull of creating a whole video game we had to have a planning structure for a game that wasn’t too large or complicated. So early ideas of making a full blown 3D, interactive, huge sandbox with multiplayer alternatives was just not gonna be a good starting point. We scaled down the idea of a huge concept and decided to rely more on our existing skill set in the game industry. We decided to focus on a more manageable core of that we ourselves would like to play and what we believed other people would also enjoy to play. A finite game story of about 6-10 hours game play from start to finish, something fun and charming with just the right amount of action/digging/puzzles ratio. We also knew that our game would show quality and engaging graphics being hand painted by myself and it would all be done in a style that would ooze retro, hand painted, uniform and a beautiful game with easy to navigate and clear game mechanics and graphics. We wanted it to be a lighthearted but a addictive little gem suitable for a both younger and a more adult audience. Our game would be exactly how we envisioned it since it would be the labor of our own vision, not working for anybody else. As a digital artist with several years experience in working for game studios and painting game assets, backgrounds, icons, characters etc and being part a team of other game developers, I did have some much needed experience in understanding just how much art is needed for a complete game. Even the smallest game contains more art pieces than you might think. For example, for every animation you do in 2D graphics you have to paint a new image and each animation can have anything from a very basic 5 frames up to 30-40 frames. So for each enemy you draw for example you need to also draw that enemy having an idle position, a walking cycle, a running cycle, an attack cycle, a dying cycle, a jumping cycle etc. So for one single enemy in a game you might have to produce up to around 100 images. Add to that, our game would have at least 10 different enemies for each level and we have designed our game to have a total of 4 levels. Each game level or planet as it is represented in SAMA is built up with a set of ground tiles that has seamless tiling for a smooth and more realistic look. For each tile-set I’m designing 6 variants so the illusion of random and unique ground that looks like it is not repeating. Each world has 4 unique tile types to add variation for the digging mechanics and giving the player more varied game play. On top of normal ground tiles we have variants of 20 unique decals and edges created to blend different types of ground together better and adding even more realism. Inside the ground tiles you can as a player find all kinds of loot. So far I’ve designed 25 unique minerals, 9 different type of gemstones, 8 different kind of gases (each with animation cycles), 28 types of artefacts, 12 different types of complete fossilized animals which consists of 62 separate type of bones to find. There are teleporters, oxygen stations, health hearts, energy boosts, lamps to light up the dark caves, secret doors with puzzle areas to solve to get rare loot or upgrades. There are icons for every item and enemy you can find. All of these visual elements are hand painted by myself and still this is just the bare base of each planet level. When designing the UI for the game we both wanted it very neat and tidy look, using our main colour scheme of blue-green-warm yellow that I first came up with during the conceptual art at the beginning of the project. I also wanted some elements to have somewhat of a computer screen/electronic look with glowing outlines to emphasize that you as the player are the actual AI of the ship and the UI you see is the computer interior. While continuing painting and designing the artwork for SAMA we are getting closer to a first Alpha of the game and we are hoping that with the help of feedback from gamers around us and people interested in our game we can develop a game that is incredibly fun and beautiful to play. See more over at our web site: http://www.somethingatemyalien.com/
  8. SAMA - UI Dev ScreenShot of Inventory

    Got the UI Inventory screen working now. Fully keyboard and mouse driven, this is where you manage all your items split up into separate 'tabs'. This is the 'Fossil' management area.
  9. New Level design

    PS... few people thought this was quite 'dark'. Its because its only in the Unity Editor with no lights at all. Once we have finished designing the layout, then we add the lights
  10. Meet The Aliens

    Some concept art of our UI for "Something Ate My Alien". This is what the aliens look like under their suits.... See more over here: http://www.somethingatemyalien.com/
  11. The last week we’ve been implementing a new enemy in “Something Ate My Alien” called “Terrator”. He’s much larger than the other enemies, and he’s a worm like creature that we wanted to randomly appear, work its way across the screen and ‘Eat’ our alien if he gets in the way. Kat created the art, and split it up into sprites for each of the ‘worm’ sections, head, body and tail. We didn’t want to create a random path as it was moving, because we wanted more control over him. So we decide to plan out a batch of paths that he should follow and then just pick one at random during spawn. To mix things up a bit, the path should be offset by a random number of pixels, and his start position relative to the path should also change. We also allowed it to be ‘flipped’ randomly to create more variation. We planned out a path with about 15 or so points, and then used a smoothing algorithm called “Chaikin’s Algorithm” to create a smooth path. Chaikin is nice and quick, not 100% accurate though, because of the way it works, the result doesn’t pass through the original points, but its good enough for what we needed it for. It works by ‘cutting corners’ off each point to create a more smoothed curve, and then repeating 3 or 4 times makes it get smoother and smoother. We found 4 times was good enough to make Terrator animate smoothly in the game. I found a C# example which helped, here: C# Smoothing Path Although it was a quick algorithm, the implementation I found actually created quite a bit of C# Garbage, so I looked into re-writing it to remove any Garbage. Now, rather than creating a new array on every smooth pass, you can pre-create an big array, and then it fills in that one array. So now it was generating zero Garbage during game play. Yay!! And as a bonus, with a bit of extra tweaking, I got it to process faster also. For 15 original points and smoothing 4 times, the original routine took about 1.22ms and allocated 3.3kb of Garbage. My new one took 1.05ms and allocated none. Here is a video clip of it in game: Here is the barebones C# code I wrote for Unity, to generate the smooth curve if anyone else might find it useful: // Setup smooth info int smoothness = 4; int NumMainPoints = 15; Vector2[] smoothPoints = new Vector2[(NumMainPoints - 2) * (int)Mathf.Pow(2,smoothness) + 2]; Vector2 startpoint = new Vector2(25,50); Vector2 centerPoint = new Vector2(50,50); smoothPoints[0] = startpoint; smoothPoints[1] = startpoint + new Vector2(8,0); smoothPoints[2] = startpoint + new Vector2((8 + 2),0); smoothPoints[3] = centerPoint + new Vector2(-6.0f, 0.5f); smoothPoints[4] = centerPoint + new Vector2(-2.0f, -1.5f); smoothPoints[5] = centerPoint + new Vector2(1.5f, 0.5f); smoothPoints[6] = centerPoint + new Vector2(5.0f, -2.5f); smoothPoints[7] = centerPoint + new Vector2(2.5f, -5.5f); smoothPoints[8] = centerPoint + new Vector2(-3.0f, -3.0f); smoothPoints[9] = centerPoint + new Vector2(-4.5f, -0.5f); smoothPoints[10] = centerPoint + new Vector2(-2.5f, 2.0f); smoothPoints[11] = centerPoint + new Vector2(1.5f, 2.5f); smoothPoints[12] = centerPoint + new Vector2(5.0f, 2.0f); smoothPoints[13] = centerPoint + new Vector2(9.0f, 2.5f); smoothPoints[14] = centerPoint + new Vector2(150, -0.5f); ChaikinFast(ref smoothPoints, smoothness, NumMainPoints); private void ChaikinFast(ref Vector2[] smoothPoints, int smoothness, int NumMainPoints) { Vector2 lastVector = smoothPoints[NumMainPoints - 1]; // Save last point int p = NumMainPoints - 2; int factor = 2; int lastPoint; Vector2 offsetRight, offsetLeft; // Loop through mulitple times to smooth for (int s=1; s<=smoothness; s++) { lastPoint = (NumMainPoints - 2) * factor; offsetRight = (smoothPoints[p+1] - smoothPoints[p]) * 0.25f; // For each point, replace with 2, // with each one being 25% more towards the left and right points for (int n=lastPoint; n>1; n-=2) { offsetLeft = (smoothPoints[p] - smoothPoints[p-1]) * 0.25f; smoothPoints[n] = smoothPoints[p] + offsetRight; smoothPoints[n-1] = smoothPoints[p] - offsetLeft; offsetRight = offsetLeft; p--; } // Prepare for next loop p = lastPoint; smoothPoints[p+1] = lastVector; // Copy the end point to the end factor *= 2; } } View the full article
  12. Bitiax solar system

    As the AI of the mining ship Antalasia you are stuck in the Bitiax solar system while a pirate ship has taken control of your ship. To find all the items they demand you have to send down your diligent aliens to search the planets in this system for these items. Lets have a closer look at what the scanner says about the different planets that you can visit. Tartarus Underground conditions: Porous rock, lava flows, high temperature Bedrock: 60% solid, 28% liquid, 12% gas Civilization: Oris – advanced life form, emigrated into space Items of significance: Rosium (gas), Wunderbat (gem), Hellium (mineral) Advisory outfit: High performance, thermal suit and standard laser Metis Underground conditions: Metal rich ores, clay and alkaline water Bedrock: 90% solid, 9% liquid, 1% gas Civilization: Parpiuns – early development life forms, extinct Items of significance: Fossils, Misty (gem), Inkium (mineral) Advisory outfit: Standard suit and standard laser Lelantos Underground conditions: Hard rock, gas pockets, corrosive liquids Bedrock: 54% solid, 2% liquid, 44% gas Civilization: Mitania – colonization of life forms, abandoned Items of significance: Rare artifacts, Eggium (gas), Lightium (gas), Whyium (mineral) Advisory outfit: High pressure performance suit and advanced laser Aura Underground conditions: Hard rock, permafrost, super-cool liquids Bedrock: 94% solid, 6% liquid, 0% gas Civilization: Junits – advanced life forms, extinct Items of significance: Rare fossils, Pale (gem), Lemoni (gem), Firmium (mineral) Advisory outfit: High performance, thermal suit and advanced laser View the full article
  13. Something Ate My Alien - Screenshot 4

    This is a screen shot of our current game in development "Something Ate My Alien" See more: http://www.somethingatemyalien.com Or: https://www.facebook.com/RokabiumGames

    © Copyright 2017 RoKabium Games

  14. Something Ate My Alien - Screenshot 3

    This is a screen shot of our current game in development "Something Ate My Alien" See more: http://www.somethingatemyalien.com Or: https://www.facebook.com/RokabiumGames

    © Copyright 2017 RoKabium Games

  15. Something Ate My Alien - Screenshot 2

    This is a screen shot of our current game in development "Something Ate My Alien" See more: http://www.somethingatemyalien.com Or: https://www.facebook.com/RokabiumGames

    © Copyright 2017 RoKabium Games

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