UnSummoning is on Steam!!!

Finally, UnSummoning: the Spectral Horde goes has gone live on Steam!  It includes a fancy, new update, the details of which can be seen below.  It's been a long, slow road, but I feel like this is finally the definitive version of the game.  

For those who have bought the game on other platforms, your Steam keys should be available now, and the updated, DRM-free versions of the game will be rolling out to Humble, Desura, and IndieGameStand over the next week or so.

Version 1.5 change list:

  • Added Xbox 360 controller support (you can now use twin sticks for the twin stick shooter!) 
  • Added 4 new enemies 
  • Added new power ups (and modified an existing one) 
    - Health is now represented as hearts
    - Added Shield power up, which provides temporary Invincibility
    - Added Defense Orbs power up, which damages nearby enemies 
  • Completely redesigned the UI 
  • Added ghoul counter to HUD, to show the number of remaining enemies in the current arena. 
  • Rebalanced gameplay based on feedback and play testing: 
    - Everyone moves faster
    - Basic enemies are easier (3 health) 
    - Some other enemies are harder
    - Adjusted spawn rate of both Story & Arcade mode arenas 
  • Modified Radial Blast attack. It can now be used at any time but is color-based and draws on your staff's magic charge 
  • Modified Arcade Mode options. You can now select 3 levels of difficulty, plus choose any combination of 1-4 enemy colors. 
  • Modified scoring algorithm to (hopefully) make it more consistent, and to encourage playing harder difficulty levels 
  • Added various visual flourishes, including lots more foliage to many arenas. So much foliage... 
  • Added Steam Achievements

UnSummoning Greenlit!

So, my first game, UnSummoning: the Spectral Horde, has been Greenlit for Steam!  Right now, I'm working on polishing the game a bit before the Steam release, which will hopefully come about later this Spring or early Summer. 

The current version is still available on IndieGameStand, the Humble Store, and Desura.  Steam keys will be available to previous customers once the game goes live.

More details forthcoming as things develop...

Development over the Holidays

I continue to explore and develop my ideas for my next game.  Much of my exploration has resulted in dead ends, followed by back-tracking and course correction. 

Over the holidays I returned to my previous conception of the game as revolving around exobiologists studying alien life.  I moved the setting back down to a planet surface and fiddled with my terrain-generation algorithms...a lot (possibly too much).

On a related note, a Gamasutra article has got me thinking about clarifying my goals and methods, since my vision has been pretty muddled and nebulous over the last few months.  The article is specifically about what makes team projects successful, but I think there are some interesting lessons for solo developers as well.  I will expound upon this soon in another blog post.

Meanwhile, here's a screenshot from the holiday work:


Did you know Unity can do real-time ambient occlusion?  Are you as excited about that as I am?  You should be.

Anyway, my new game experiment continues a pace.  Ideas have developed and been discarded, exobiologists have given way to their more terrestrial counterparts, and the spaceship has been replaced with a forest.  Why not?

Til next time, enjoy the low-poly goodness of these landscapes:

Fractal Painting

Tonight I decided to learn to make fractals. You know, kind of as a palette cleanser after a tough project. Started out simple enough, followed a nice tutorial. Code was written. Cubes were made. Then things started to loosen up a bit. Cubes began to stretch and bend. Twists were formed. Kinks were created. Finally, inhibitions were thrown to the wind, Photoshop was opened, layers were blended and mingled, textures were thrown about with reckless abandon! When the dust settled, there was this: