dcoder Posts about their progress and process for their next game.
What’s dcoder working on now? I’ve been working on a new game, called “Aquaria”. It’s an underwater cave-diving exploration game. A few months ago I posted some first screenshots of the game. The game has come quite a long way since then, but there is still much work to do.
The game will be released for Windows, Mac OS X, and Linux (through Steam).
To get a good look at the current status of the project, you can check out a little video of some recent gameplay footage:
Aquaria Gameplay Video (8.3MB)
I’ve also been writing up some more detailed posts on my development blog about different aspects of the project:
dcoder’s Game Development Blog
Hi everyone! We wanted to share a few updates with you about our next game, dcoder.
I’ve been working on the character animations for the main character in the game, and I’m very excited to share a few of them with you! They’re completely hand-drawn, on paper and then colored digitally.
Here’s an idle animation:
And here’s a running animation:
I thought it would be fun to make this post interactive, so please leave any feedback or questions you have in the comments below!
As always, thanks for reading. And stay tuned for more updates as we get closer to our next release date (which is still TBD)!
It’s been a while since we’ve posted on this blog. We’re still working hard on our game, and we expect to be able to have some sort of playable build soon.
We’ve been in the process of rebuilding our world-building system into something more robust and easier to work with. This is a super important step for us because without a powerful, easy to use world-building tool, we can’t possibly hope to ever see this game completed. We’ve run into several issues with our current system, which has left us wanting more. The new system will be built with future content in mind. I’m really excited about all the possibilities this opens up!
In other news, building out the character customization screen has been a lot of fun so far. The character customization screen is essentially the hub of the game where you will create your character and choose what style of gameplay you wish to engage in. We have a bunch of different ideas for how this could work, but nothing is set in stone yet.
We’re also working on some new areas for the hub as well as adding more characters/NPCs that you might interact with from time to time.
That’s it for now! If you haven’t already, please follow us on Twitter
After a few weeks of hard work and some late nights, we are finally ready to share some progress. This is not a playable demo. It doesn’t do much at all yet but we wanted to share our progress on the new engine and toolchain.
The video shows some basic functionality of the engine and the editor. We have been able to import Sketchfab models and animations with ease and we can now also use them in our own editor.
We will be adding more features over time but for now, this is a first look at what we have been working on.
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Alright, so I’ve been silent for a while. Just thought I’d let you know that I am still alive and working on this game.
I’m now the only programmer on the game, so everything is going slowly for now. So far I’ve gotten the basic mechanics down of the game but there’s still much more to do.
I’ll update more when there’s more to say.
I wanted to give a quick update on what we’ve been up to with the game. I’m going to do it in bullet points because I think that’s an easier way for me to get everything down.
I’ve done a ton of work on the game’s combat system, and I have it now so that every time you enter a new area, you’ll fight a random battle (unless it’s an area where there are no enemies). There are three types of battles: normal battles, boss battles, and key battles. Normal battles are just regular fights, boss battles are obviously the boss fights, and key battles are fights that unlock something in the game (like a new door). You can’t leave an area unless you win or quit out of the battle. In addition to this, I’ve also added all of the enemies into the game and wrote AI for every enemy. The biggest feature that I’m working on right now is adding skills. For those who don’t know what skills are, they’re basically special abilities that your character can use during battle or while exploring an area. Each skill will require mp (magic points) to use and will have various effects like dealing damage to all enemies or healing your team members. I’m still not sure how many skills