Industrious Flair

Industrious Flair

4/25/2013

Industrious Flair - Alpha Demo Release!

DEMO REMOVED

The time has come, folks! We're a bit late, but at least we delivered, huh? Let's jump right into it. Go ahead and download the game demo right here!


This is Industrious Flair - Alpha Demo 1.0 version.

Rather than trying to talk about everything that's new, I'll just turn this post into a bit of an image dump.


I should probably make this clear by stating again that THIS IS ONLY AN EARLY DEMO. That means that we have a long long way to go until the entire game is complete. But don't worry because we show no signs of stopping. The rest of the game is already planned out, so we'll be able to jump right back into development soon!

4/14/2013

Soon

UPDATE: We got Twiiter: https://twitter.com/uebo7
(yeah, we finally got one. Follow us there as another way to get updates!)

Yes, it has been a while. But we have been hard at work. And now we're just about ready to release the first playable demo for everyone to try.


You can expect to play Industrious Flair this week!(or at least this month! We promise!)

1/17/2013

We're Not Dead

Yeah, so I haven't made an update post in a long time. This isn't gonna be a big post either, but I wanted to let everyone know that we haven't stopped working on the game. However, we have been been greatly distracted by the Wii U, particularly with MiiVerse. If anyone wants to find us on there, here are our accounts.
I'm Logan with uebo7_U as my Nintendo Network ID.
Eddie's ID is sseddie13.
But on top of that, my laptop has finally entered its final days of functioning, making it hard to do much on it. I'll hopefully be getting a new one within the next two weeks.

So anyway I haven't got a video, but here are some pictures to look at.

These are all of the enemies that we've made so far that are also fully functional in-game. The enemies that were previously shown now have improved AI compared to how they were in the last video you've seen them in.

 
Here's some shots of them in-game.

That's about all I can show for now. I probably won't be doing strictly week-by-week updates anymore because at the point we're at now, it's becoming hard to always show progress. Lots of stuff gets done behind the scenes in the code and in the planning, but trying to blog about that kind of stuff becomes a chore.

12/10/2012

Making Enemies

Here is this week's update video:


We've been working on the enemy AI. So far we've got the enemies from previous videos with the saw blade hands and some new flying enemies. They both sort of just go towards you once you're in their alert range or if you shoot at them. It' tricky when there's a lot on screen.


Here are some more character faces. We only got eight right now, so why not put Megaman as joke filler to complete the square? I don't know, maybe because it's stupid.

Whatever, check back next week for another update.

12/03/2012

New Faces

And here I am, back with another update. First, the video:


We've had to decide how we wanted to make the character faces, and this is the kind of thing we came up with.


For a time, Eddie was gonna just draw the pictures in real life, scan them in, and shrink them down to pixel size. They looked pretty good, but it was a bit too much effort just for small face sprites. So instead he just figured out how to draw them directly at that size. Huh...


Here's a few new NPC's. You may recognize some of these designs from our old Fallen Leaf demo if you ever played that. Except they don't look like shit.



I'll close out with a nice screen shot.

So that's it for now. Check back next week for another update.

11/25/2012

Warning: Boss Approaching

Hey people, I'm here with another update. This time we've got more to show than last week. First, the video:


So yeah, the coolest thing we did was create the first boss fight. It's also nice to see some actual gameplay for once. We didn't want the first boss to be too easy so it's kinda tricky, but like most bosses, there's a pattern to it. We want the boss fights to be the kind that are easy after you know what to do. So this boss alternates between firing a laser and dropping bombs over you. You can't damage him while he's charging the laser though, so you've got to try getting hits in while also dodging the laser.

 Here's a better look at the boss. That's the dude who pilots it.

Oh yeah, and the beginning of the video features what will be the starting area. We didn't go overboard with the size, so it's just a few houses. There's also a neat fountain thing.
And lastly, I can't forget to mention that we finally made some sound effects for the game. You can hear them in the video.

So that's it for now. Check back next week for another update.


11/18/2012

Making Houses

Well there's honestly not much to show off this week. That's partly because we spent half of the weekend playing the Wii U (which is pretty cool. Gotta love New super Rehash New Super Mario Bros!).  It's also because I spent a lot of time writing the story and fixing glitches that no one even knew existed.
So anyway, let's get to the point of this post. We got houses! Check it out in the newest update video below.


Obviously it's empty at the moment. For now it just serves as a basic template for the design. Below you can see some different variations on the same kind of house.

We also increased the characters jump height to make the potential for platforming greater. Either way, it's hard to tell what's right for that until we start making the actual levels which will hopefully be soon. There's still a lot of work to do though, like making more kinds of enemies, sprites, etc.

And that's it for now. Check back next week for another update.