Reprisal game dev diary

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++ Playable Island 4 ‘Big Freeze’ released [v0.4] ++

Another beta island has been released to mark a new release of the Reprisal engine. Island 4 - ‘Big Freeze’ supports some early versions of new terrain types.

Various bug issues have been fixed and you will be able to play with a new power on island 4 - ‘Big Freeze’, but you will have to find that! Don’t forget you can gather populants by placing and gathering them with your ‘Waypoint’ marker power.

    • #game dev
    • #pixels
    • #reprisal
    • #update
    • #playable
  • Wednesday November 16, 2011
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Friday, Day 224 into development.
So I decided to quickly do a little round up. Looking at Mine Craft today I realise how easily the game could have taken on some of its game play mechanics. The early engine for Reprisal was based on a ‘block’ generated landscape (see above image) and was very fast to create.

Wanting to move it towards the current angular less block feel did take a fair bit of thinking about, maths and code but from a design point of view I think its working a treat. I do however like the idea of making players mine or gather resources to let them build and terror-form land rather than waiting for mana collection. I’ll be thinking about this a bit more.

In other news the game will now be including different world types which is purely cosmetic at present and has easily double and tripled the graphics workload! Also been addressing some usability UI issues to help you locate which tile your on easily. Hope to get my head down with a new release update soon.

    • #reprisal
    • #pixels
    • #pixel art
    • #game dev
    • #indie games
    • #flash
    • #electrolyte
    • #code
    • #minecraft
  • Friday November 11, 2011
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Some updates to the engine adding more particle systems (v0.3). Fire rain now has some impressive earth scorching effects. Sprite walk cycle animations have been tweaked. A new bitmap selecting system has also been added behind the scenes allowing different world environments such as snow, rain, desert etc. Great more work!

Also started a parallel dev blog over on TIG forums
http://forums.tigsource.com/index.php?topic=22508.0

    • #game dev
    • #pixels
    • #reprisal game
    • #flash
    • #development
    • #code
    • #work in progress
  • Thursday November 3, 2011
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Reprisal populants v2
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Reprisal populants v2

    • #flash
    • #game dev
    • #indie games
    • #pixel art
    • #pixels
    • #reprisal
  • Thursday October 27, 2011
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    • #pixel art
    • #pixel
    • #reprisal game
    • #game dev
    • #friday
  • Friday October 21, 2011
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Power up! island 3 ...

** Updated Build v0.2 **, make sure you clear your cache! Some tweaks have been made and it’s running faster, also added a new island. Direct feedback can be posted here if you like :D http://blog.electrolyte.co.uk/?p=551

    • #reprisal
    • #flash
    • #game dev
    • #pixels
    • #game pixels
    • #reprisal game
  • Wednesday October 19, 2011
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It’s been a little quite here I must confess but I’m back home now after a retreat to Mexico. Warming up and back to Reprisal, pixels assemble!

    • #flash
    • #reprisal game
    • #reprisal
    • #game dev
    • #pixels
  • Monday October 17, 2011
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Written a new cheeky sub function that lets me stack multiple sprites. This will let me have bigger ‘Hero’ sprites!

    • #game pixels
    • #pixel art
    • #pixels
    • #game dev
    • #reprisal
  • Thursday September 8, 2011
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New particle system for global effects being played with. Fire’s look a bit more impressive coded rather than animated cycles.

    • #pixels
    • #pixel art
    • #game dev
    • #particles
    • #flash
    • #reprisal game
  • Monday September 5, 2011
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Unity 3D to Flash ...

Wow now that’s amazing.

    • #game dev
    • #3d
    • #unity
    • #flash
    • #port
  • Friday September 2, 2011
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This is a game development diary of a RTS game based on Bullfrog's classic Populous.

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Being developed by ELECTROLYTE.CO.UK

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