A stone and flint firestarter. The primary purpose is to light campfires:
The secondary purpose is lighting sheep on fire:
But campfires are a foul temptress:
We also added fall damage:
And we added variable jump heights:
I’m also working on a really minimalist minimap, the idea is that there are some things I want the player to find, so I can add a marker to the minimap and the player will have a rough idea how to get there without having to just dig around completely randomly. The map can be upgraded with amethyst gems in the MEG tool, and upgrades let you see markers that may be farther away.
Lately we’ve been working on tying up loose ends – finishing up half-finished weapons and fixing bugs we’ve been putting off for ages, adding sound effects, that sort of thing. We’re shooting for having a demo build ready by the end of the year, and it feels like we’re getting tantalalizingly close. Most of what we’ve been up to isn’t very fun to show off, but here are some things that are kinda cool:
Here is what happens when a bunch of these alien birds all go after the same ant:
I worked on the crossbows recently, better crossbows shoot bolts harder and allow you to nock more bolts before firing. This is the steel crossbow:
We also worked on this mob, he is pretty much a jerk:
Mariano has been working on sound effects, here are some videos he recorded, let us know what you think:
We’re super busy working on the game, but I figured I should pop in and show you some random things that we’ve been working on.
Recently we added a key card system that we are going to use for some of the pre-built content. Once you find a keycard it will let you into level 0 areas but you’ll need to find the keycard upgrade stations to access higher security areas.
We also added damage numbers to attacks:
Mariano has been working on sound effects for weapons, here are a couple videos:
We also we got Greenlit recently, so I want to thank all of you guys who voted for us. We literally couldn’t have done it without you guys.
We’ve had a really productive few weeks! We added a lot of neat features, fixing a bunch of annoying bugs and just generally made a lot of good progress.
Last week we re-worked the crafting system to be less annoying. Originally, you would drag the resources from your pack into the crafting window, which was a nice idea in concept but in practice it was just annoying, so we made the crafting window just automatically pull resources out of your pack (or containers within your pack) instead. We also redesigned the crafting window to give more space to the recipe list.
Here is what it looks like now:
We also added set bonuses to armor. The actual values and effects are going to need a lot of play-testing, but they are totally functional now.
We realized that there needed to be a convenient way to organize the items you suck up off the ground with the wrist laser, as our packs were getting kind of messy, so we added special pouches that automatically organize items picked up by the wrist laser. Right now we have a Hunters pouch, an Excavator pouch and a Forager pouch. Now, as long as you have one of each pouch your backpack will stay a bit more organized.
Heya, thought I’d pop in and give you guys another update on what we’ve been working on lately. We’ve come up with a more or less hard plan on what we want to have in the alpha/demo we’re working towards, so at this point we’re pretty much filling in the blanks to finish up the content and fix a bunch of usability issues/bugs.
On the content side, we’ve been finishing up the materials/ores/etc underground. We now have all the materials (Dirt, Basalt, Slate, etc) and all the ores generating in the world at roughly the right depths. We also have the plants pretty much completely functional, there are bushes and trees, both of which grow fruits and when you eat the fruits you get a seed that can be planted in bare earth to grow another of that kind of plant. We’ve also got mushrooms and various fungi growing and mineral deposits that give you bonus materials and gorgeous gems you can use to upgrade your wrist laser.
We added a salvage kit the other day, which lets you take things apart in order to re-use the materials. Here is a video where I craft an energy cannon, blow some stuff up, and then salvage the cannon for its materials:
We also added a sweet mini-boss robot drone but I don’t want to spoil it =D
Heya, we’ve been working on fleshing out the underground areas recently. Up until recently the underground was really boring – we had basic world generation (tunnels, caves, ore, etc) so it was functional, but not very interesting. First, we added some gross larva caves, here is a video:
The gross larva things shoot bio-luminescent goo that slows the player, while dealing a small amount of damage over time. Not too much of a threat on their own, but the effect stacks, so if you run into a bunch of them or other mobs at the same time things can get hairy pretty quick. The jetpack is mostly a dev-tool at this point, we will absolutely going to have it in the full game, but we’re not sure where we want to position it progression-wise.
We also added material deposits, which will be scattered around underground and give you some sweet drops when you mash them:
And we added the UI element for our the wrist tool, which will be used for the various upgrades of the tool:
Hey guys, we’re participating in the Greenlight Supershow on Saturday the 29th. We’re going to be on at 7:30pm EDT/EST, so come on by if you want to see a bunch of gameplay and hear a bunch about Signs of Life!
Heya! This week I mostly worked on behind the scenes stuff, but I did some world building as well. Nothing terribly interesting to let you guys in on, but I figured I might as well share these sweet pics.
Here is a map inside of a mysterious base:
Here is a shot of a futuristic high-tech bathroom:
And here is one of the rooms that is also in the mysterious base:
Completely unrelated to world-building, but here is an alternate flare ammo for the flare gun: