The Short And The Tall

Two guys that make indiegames


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Sector-10 in testing

tbc_sec10_complete00

Hi all,
how is it?
We were in holidays and rested a bit BUT after for some days Alessio took some time for finishing Sector-10.

Is everything done? Yes, it is. Take a look:

tbc_sec10_complete02 tbc_sec10_complete01

tbc_sec10_complete05 tbc_sec10_complete04

We are testing the gameplay a little bit more before releasing this new version.
Not sure when we will but for sure as soon as possible.

Stay tuned for more info (soon!) and take care!

TheShortAndTheTall

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Sector-10 half done

S10-dartAttack

Hi all,
today a new WIP for Sector-10.

The last level is still in progress, rooms are almost done and connected, just some “details” 😛 are missing:

  • texturing
  • add a better light(s)
  • verify the walls collisions

and then it’s time to write the scripts.
Maybe we will “shrink” some parts but we will find out if it’s necessary when the enemies where be on stage and after some strong playtesting 🙂

Some pics:

S10-wip_1

S10-wip_2Even if we liked the previous palette(s) we tried one that I made on Sector-9 (for Sec-10), just for fun, and the result was better then expected.
So, that is Sector-10 final palette:

paletteS10

and in game (we LOVE it 😉 ) :

S10-wip_3Ok, until next week stay cool and take care.

TheShortAndTheTall


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Sect-10: Ideas, palettes, stuff…

Sector-10 is coming out. Slowly but good. 😉

tbc_sect10_tests

We are building all the rooms and changing a bit the order – the idea is to have something that “grows” with a rhythm while you move from one to another, something that feels right and is fun to play.
It’s important that things seem to have a logic, feel well connected and that anything has the right time(s).

Of course it’s all about hard work on good ideas BUT also to remove all the extra things that kills the game balance – something like “more is less” (maybe: less is more clear and nicer to play).
We are trying hard, hope it will work. 😉

Here’s the WIP sector:

s10_wip_0

And 2 palette tests:

sec-10_palette

Until next time, take care.

TheShortAndTheTall


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Sector-10 changing again and again

tbc_july

Hi people!
How is it? We were stingy 😛 with the news, but the hard work never stopped.
SO: we are still on Sector-10. Do you remember the maps from last post? Yes? Ok, forget them 😛

We are changing almost everything because we weren’t happy with the mechanics and ideas. We made some prototypes but the gameplay didn’t work as expected and wasn’t that fun. When the gameplay becomes tedious we aren’t happy and if we aren’t happy we want to stop.

So, at the end, we decided to change and try different stuff even if the idea to use more SynBs at the same times remains. We developed different ideas but we had discarded all for the same reason. -_- On one we found out that our engine has a a limitation that we never noticed and that make us change some part of the level designs (but that’s a secret 😉 ).

Here some image from current prototype:

hardProto3 hardProto4As you can see it’s in early state and we will maybe split it in 2 parts and add stuff before and after.

Just to avoid tediousness we added a new shortcut for making the SynBs change faster: you can still change between last SynB with SPACE + LEFT MOUSE BUTTON but from next beta version if you press SPACE BAR + move the MOUSE WHEEL you will change SynBs as you do with the weapons. Pretty cool, isn’t it? 😉 We noticed that it was necessary when you need more then 2 SynBs and it works very well.

We also fixed many mini bugs that we found out when we have tried the first version of Sector-10 (collisions, overlap on fighting animation and more) so then game is a bit more solid.

Ok that’s all for today. Hope next time to show more 😉
Take care and have Great time.

TheShortAndTheTall


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Sector-08, Sector-09 – time for a new BETA?

Hi all!
Finally we complete Sector-08 with all of its part.  Last parts are done and tested and balanced again and again. Here are 2 shots from last action-puzzle:

tbc_sector08_end01 tbc_sector08_end03

There is more but we prefer that you find out by yourself.
BUT we work hard and fast also on Sector-09 and you know what? It’s almost done. Take a look:

tbc_sector09_wip2 tbc_sector09_wip4 tbc_sector09_wip5 tbc_sector09_wip7 tbc_sector09_wip1

It’s a big area with different puzzle and a lot of stuff to do in Sector-06 style without enemies (maybe.. 😛 ) but we can’t tell more, just three SynBs in your hands, a lot of red water, use your brain and complete the mission!

A now let’s talk now about next important thing: a new beta release.
After we’ll assemble the last 4 new Sectors to the main game and be sure that the journey runs without problems, we will release a new version. So this new release will have ALL THE NEW LEVELS in one shot, with the new abilities for some SynBs, the new enemies, different fixes on enemies AI and stuff, a bit of redesign on some UI icons, an improved SynB-changing mechanic and a lot of new fun!

But when exactly? Wait for next news, this week… ^_^

As always enjoy and share.

TheShortAndTheTall


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Sector-08 second part

Last week you saw the new Sector-08 with screens from first part, today we want to show you some new progress.

Thanks to more testing the first part that you saw changed a bit. We removed a collectable key because it was useless, on gameplay side, re-ordered some invisible triggers and balanced the enemy-groups spawn order again. Why again? We decided to introduce here a new bonus for the Ighel SynB because the action oriented direction of the puzzles was sometimes a bit frustrating with the characters change, during the enemies attack. This is one of the common case where you think and design a game situation with all the details in mind (time, single action duration, rooms size, stuff inside…) and then, when you finally build it, you find out that something didn’t work that much as expected. But with the new bonus the situation flips and we must say that it really kick ass and it’s amazing how nice the multiple SynB use works now, while under attack!

On the first major puzzle we make the introduction more intuitive and added on a “special zone” some graphical hints, so it should be clear for the player what to do and we change a bit last part that was in some way skippable in the first version. The following puzzles changed with the elements timing and the enemy numbers and were adapt in some parts with the new bonus in mind. The final result is really very well balanced: you should now fell that if something didn’t work and you die, it’s your fault and not the game, you just need to try a better strategy or find a better way to defend and solve.

Here’s today screenshots, updated first part:

tbc_sect08Final_02 tbc_sect08Final_04 tbc_sect08Final_03

And the second part with the puzzles where the Nexus will be on the lower floor while the Ighel will run on a higher floor:

tbc_sect08Final_08 tbc_sect08Final_09 tbc_sect08Final_00tbc_sect08Final_14

tbc_sect08Final_10 tbc_sect08Final_13

We would like to share more but we are really on the SPOILER limit… even with what was shown. 😉

And before leaving, some WIP from last puzzle (maybe.. 😉 ) – take a look:

tbc_sect08Final_16

tbc_sect08Final_15Hope you like what’s coming!
Please comment and share!

Take care,

TheShortAndTheTall


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And here comes Sector-08

tbc_sect08_wip_3Hi people!
Previously on TBC ^_^ : Sector-07 is almost done . Almost because but we need to change some stuff for the Sectors exploration order – some new area needs special objs/ability so we must be sure that the player don’t get stuck and that he can come back to previous Sectors with any problems.

But today’s update it’s all about Sector-08 so let’s go into it!
Last announcement had a preview from the map but it was changed a bit in the final part. Now there is different area, with different art style, and better and nicer puzzles. The zone was initially set between some kind of mountains with bridges to turn but the gameplay didn’t convince us that much and could have been a bit tedious. We took an old idea we liked a lot and that was waiting for the right moment, altered it and made it fit in the Sector. So: no more mountains, no more bridges but some new stuff to do for surviving and continuing the mission that we are sure you will like 😉 .
Now that’s the current Sector-08 map:

tbc_map08_updated

This sector is very long and is more or less divided in 3 zones. The 3D envs are in developing and I think next week we will have the final model with maybe a different color palette + more or less all game scripts done with a completely playable area, from the begin to the end.
Then, of course, we will test it, balance it and see if all works as planned.

Here are some screenshots from the area:

tbc_sect08_wip_1tbc_sect08_wip_3It’s coming out very well.
And here some WIP in-game screen from the first room:

tbc_sector08WIP_03

tbc_sector08WIP_02

tbc_sector08WIP_01

Hope you like it!
After this part we will complete Sector-07 and then develop Sector-09 that is, btw, completely designed and “approved” ^_^ after more then 2 week-meetings and a lot of thoughts and fixes.
And then Sector-10 will come and the game levels will be complete! ^__^

Until next time take care and enjoy your games! 😉
And Please spread the word and tell your friends about TBC!

TheShortAndTheTall