4.11.16

Violent silence and twitter

It's been awfully quiet here on this blog lately, primarily due to the fact that I'm giving the development of Loot Burn Kill Repeat most of my spare time for now, and any updates regarding that game is posted over at the LBKR website and/or IndieDB/Gamejolt

Anyways, I've created a twitter account for CCG now aswell, so it should be easier to keep updated on any progress of anything related I suppose.

4.7.16

LBKR 4.210 Release 'n stuff

LBKR 4.210 has just been released and can be downloaded from the LBKR page, also Linux OS is now supported.

Since the update log can be browsed from the LBKR page I won't really talk any updates made or such, instead I'm going to show an experiment I did today for LBKR, with Animator IK Targeting I created an execution-style action that allow the player to kill critically hit monsters in more ( to be ) unique ways.


Oh right! Ego-boost deluxe, I added myself to the LBKR game world aswell (... just 'cause I can...)

14.5.16

LBKR Pre-Release

I've decided to release a public early-access game build within a short future, so I've had my hands full with fixing bugs, and game balance, aswell as trying to finish off as much content as I can manage for the first public release.

For the moment I have a list of more then 200 fixed issues and new features of various weights, obviously I won't go into detail on these at the moment but I will add a few screenshots here to show the newly updated user interfaces of the game.











18.3.16

LBKR progression

I've had alot going on lately and therefore progress on LBKR has been rather slow recently.
I'm in the final stages of implementing void-portals that will unlock secret levels and challenges. Also a new database containing game achievments and a system to handle those things, and sync with the already in-place game statistics trackers, is nearly done! :)


Game difficulty modes has been modified, also when creating a new profile the game will force the player to play through easy mode at first. When the player has completed all story-quests in said game mode the next will be unlocked.

Monster levels are now capped for each chapter, but also has a minimum level specified to make sure the game has a feel of progression and to balance the game difficulty slightly.
The monster level's are multiplied by specific modifiers for each difficulty level increase aswell.

Apart from said game elements alot of bugs and minor issues has been fixed.





5.3.16

Modular environments

Just uploading some pictures of a sci-fi modular environment pack I'm currently working on in Blender. It's still a work in progress, the texture's not quite finished yet, also there's obviously some rather nasty shadow-jitteriness going on.

27.2.16

LBKR Beta updates

LBKR Beta 1.4.8 was released today and among the more major changes are completely new player input and controls, less jittered stats and ability lists, also some minor UI updates to make buttons and interactable UI more easy to identify by the player.

AI hoarding and avoidance algorithm has been implemented, still need some fine-tuning though, and a couple of new bosses and AI attacks are also part of the fresh content.











What's closest in mind for me at the time to work on are the "Void" levels, aka. challenges. They will be a set of large-scaled arenas that are accessed by gathering organs from a rare monster that can be encountered by searching the LBKR chapters, the spawning of said monster is determined by a dice roll at the start of each game level.
Also lots of thanks to everyone who've tested the beta this far and to everyone who've taken their time to return feedback to me! :) Much appreciated!