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Exilian
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Game Design and Project Resources: The Workshops Quarter
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Computer Game Development - The Indie Alley
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Devlog: Cogito Colony, a Sci-Fi metroidvania with some unique mechanics
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Topic: Devlog: Cogito Colony, a Sci-Fi metroidvania with some unique mechanics (Read 19111 times)
Thalanor
Posts: 21
Karma: 0
Re: Devlog: Cogito Colony, a Sci-Fi metroidvania with some unique mechanics
«
Reply #15 on:
January 04, 2018, 09:48:44 AM »
Looking back on the holiday season up until now, I can say that tons of progress have been made!
Melee combat overhaul!
Melee animation slow-mode
Aurora borealis background shader - procedural and non-looping!
Next week I will start my new job, so dev speed is a bit slower compared to holidays and university before, but I will keep at it
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JeffNevington
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Posts: 58
Karma: 2
Re: Devlog: Cogito Colony, a Sci-Fi metroidvania with some unique mechanics
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Reply #16 on:
January 04, 2018, 09:52:11 AM »
Bloody nice. Looking very professional
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Caradìlis
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Posts: 2805
Karma: 2
Re: Devlog: Cogito Colony, a Sci-Fi metroidvania with some unique mechanics
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Reply #17 on:
January 04, 2018, 10:02:40 AM »
Wow, this looks really cool...
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"Those who don't beieve in magic will never find it." - Roald Dahl
Thalanor
Posts: 21
Karma: 0
Re: Devlog: Cogito Colony, a Sci-Fi metroidvania with some unique mechanics
«
Reply #18 on:
January 05, 2018, 11:12:19 AM »
Music time again. This time, a boss theme - the first 80 or so seconds are intro, after that is the looping action part
https://soundcloud.com/thalanor/methusalem-20/
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Caradìlis
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Posts: 2805
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Re: Devlog: Cogito Colony, a Sci-Fi metroidvania with some unique mechanics
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Reply #19 on:
January 05, 2018, 11:34:27 AM »
Wow, that sounds great...
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"Those who don't beieve in magic will never find it." - Roald Dahl
Jubal
Megadux
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Posts: 35722
Karma: 140
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Re: Devlog: Cogito Colony, a Sci-Fi metroidvania with some unique mechanics
«
Reply #20 on:
January 05, 2018, 11:35:13 AM »
What composing software are you using, out of interest?
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The duke, the wanderer, the philosopher, the mariner, the warrior, the strategist, the storyteller, the wizard, the wayfarer...
Thalanor
Posts: 21
Karma: 0
Re: Devlog: Cogito Colony, a Sci-Fi metroidvania with some unique mechanics
«
Reply #21 on:
January 05, 2018, 11:38:13 AM »
DAW: FL Studio 12
Instruments:
- Hauptwerk (Organ)
- Soundiron Symphony Light (Choir)
- Not in this track but where it applies: PianoOne (free), FL Sakura, Soundiron Brass Solo
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Jubal
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Re: Devlog: Cogito Colony, a Sci-Fi metroidvania with some unique mechanics
«
Reply #22 on:
January 05, 2018, 05:17:25 PM »
Cool
I should do more composing... I did a couple of the tracks for my game, but it's a long time since I did much music, not helped by a lack of instruments after moving country.
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The duke, the wanderer, the philosopher, the mariner, the warrior, the strategist, the storyteller, the wizard, the wayfarer...
Thalanor
Posts: 21
Karma: 0
Re: Devlog: Cogito Colony, a Sci-Fi metroidvania with some unique mechanics
«
Reply #23 on:
February 03, 2018, 09:07:06 AM »
I bring to you... water!
https://gfycat.com/TimelyValuableGrayling
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Jubal
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Re: Devlog: Cogito Colony, a Sci-Fi metroidvania with some unique mechanics
«
Reply #24 on:
February 03, 2018, 12:55:01 PM »
Looks really nice! The water-shine is done super well
The only thing that looks off somehow to me is the player sprite appearing to be at the back of the water rather than "in" the middle of it, not sure why...
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The duke, the wanderer, the philosopher, the mariner, the warrior, the strategist, the storyteller, the wizard, the wayfarer...
Thalanor
Posts: 21
Karma: 0
Re: Devlog: Cogito Colony, a Sci-Fi metroidvania with some unique mechanics
«
Reply #25 on:
February 04, 2018, 12:57:14 PM »
It doesn't just appear to be that way, it is that way due to uh technical limitations :p Basically everything belonging to the "tile" layer (= everything interactable) is drawn after entities (in a single draw call). My engine has a manual draw order and as such doesn't use depth testing (to avoid transparency headaches and the like). If there start to be sufficient reasons to also have a back layer belonging to the tiles (and not the background) I'll probably get around to that at some point
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Thalanor
Posts: 21
Karma: 0
Re: Devlog: Cogito Colony, a Sci-Fi metroidvania with some unique mechanics
«
Reply #26 on:
February 11, 2018, 03:50:16 PM »
Music time again! Trying out new samples (trumpet, trombone, tuba, strings) and updated an existing boss track with it:
https://soundcloud.com/thalanor/methusalem-25
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Jubal
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Re: Devlog: Cogito Colony, a Sci-Fi metroidvania with some unique mechanics
«
Reply #27 on:
February 13, 2018, 11:36:05 PM »
Nice! A lot of it feels relatively slow for a boss fight, perhaps...?
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The duke, the wanderer, the philosopher, the mariner, the warrior, the strategist, the storyteller, the wizard, the wayfarer...
Thalanor
Posts: 21
Karma: 0
Re: Devlog: Cogito Colony, a Sci-Fi metroidvania with some unique mechanics
«
Reply #28 on:
February 14, 2018, 07:54:36 AM »
It will fit the specific boss
While there are planned to be several very fast-paced "twitch" bossfights with corresponding music (fast piano ballads, etc) the final one is supposed to have a different pace with a bit of an apocalyptic eerie feel to it - it'll take a long time until I actually get to show the fight though
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Jubal
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Re: Devlog: Cogito Colony, a Sci-Fi metroidvania with some unique mechanics
«
Reply #29 on:
February 14, 2018, 12:20:01 PM »
Ah, OK, good! I like the idea of not all the boss-fights being jump-all-over-the-place-fests
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The duke, the wanderer, the philosopher, the mariner, the warrior, the strategist, the storyteller, the wizard, the wayfarer...
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Exilian
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Game Design and Project Resources: The Workshops Quarter
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Computer Game Development - The Indie Alley
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Devlog: Cogito Colony, a Sci-Fi metroidvania with some unique mechanics