donderdag 24 januari 2013



Humans out there,

DID  YOU KNOW THAT 97% OF THE WORLD ISN'T EXPLODING RIGHT NOW!? THAT'S BULLSHIT! PLAY KABOMB!*

Ahum. Fresh start.

Hello! Aart here, presenting you the newest updates on KABOMB.
As you obviously noticed, we have a slogan and a name for the game now. It took us a while but here it is.

The game itself is almost finished. We are currently fixing as much bugs as we can, after which we will publish the game on monday January the 28th. Lets see what we have!

The level editor is fully working!


Place the players, walls, and even TNT, where you want. save the level, and play it. It's easy.
There is an option to generate a random level, which I think is pretty cool. It is also possible to create a random level when selecting at level selection, if you want a quick play.



You see what this is? That's a fully functional menu! All menu's are working now, and there some useful things you can customize here. Want different controls? I mean really different controls? We added support for Xbox controllers, so do wathever you like. By the way, you can see the games' logo in the back.

But the game itself? Yes, good question! It looks awesome if you ask me. Zombie, Pirate, Alien, and Ninja sprites, combined with snow, sand and grass maps, it look great, and it's all drawn by Jaimy and Bas.
The HUD is working too. Keep track of your upgrades, and make sure you explode the other players in time, or you will be drowned in...


..Lava! We are still busy with the vulcano in the middle, but the hot stuff is working!**
I think it combines very well with the lighting I made.

So, that's how the game looks right now. As I said, we will be busy fixing as much bugs as we can before we public the game. We already thouight there was some stuff we could improve about this game, but today we got feedback from people outside our developers group. There was a bèta testing day near us, and Ricardo, Bas, Aron, and I went there to show our game. Here other developers played our game and told us what they thought could be done better. Manuel Kerssemakers from Abbey Games was there, and provided some really useful feedback. Thanks Manuel!

An example what could be done better, was that the menus are not intuitive enough. Some menus needed explanation by our team members to be used, and this is not what we want. People also wanted the effects to be more obvious, so I will be working on that. There was alot more ofcourse, but I will not be talking about too many details. Everything will be good by monday!

It was fun talking about KABOMB, but I have to start working again. Hopfully we hear what you think of the game next week!

Aart

*Diclaimer: Not yet, wait until monday!
**Not at all intentional

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