Slug Chronicles : Update 2

 

Been working on a bunch of features. In this update I have completed the map generation portion as well as drawing of the individual tiles, I’ve also worked on the code for level loading and character persistence. Please excuse that initial pause, that happened while I was firing up Unity.

 

Next Up: Placing the player on the map and let him move around.

November 7, 2013 - no comments.

Slug Chronicles : Update 1 (Main Menu Phase 1)

Quick video I made using ScreenFlow for Mac of my current game Slug Chronicles. This video shows phase 1 of the menu screen it includes character creation and a basic options screen.

 

Slug Chronicles will be available for Mobile and Desktop.

Up Next : Map Generation

Stay tuned for more updates on Slug Chronicles. I will be posting videos and updates as the game progresses.

Slug Chronicles is built using Unity3D. The character portraits seen in the video are derived works of the art found here http://aterribleidea.com/ccworks/.

October 31, 2013 - no comments.

6 things I wish I knew about Unity3D when I first started.

If you are a traditional game programmer such as myself, and never really dealt much with scripting then learning some of the paradigms of Unity3D can be somewhat shocking. It’s easy to learn once you change the way you think about how you are making games. Here are a few things I wish I would have known about Unity3D.

Unity_3D_logo

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July 8, 2013 - 2 comments.

Roguelike meet bullet hell

Working on this roguelike and thinking about Galactic Run has given me a crazy idea? What if I where to mix the two, a bullet hell roguelike? It could work if I can get the track generation to be interesting enough and convey a “random dungeon” type feel with different paths etc… Read more »

July 3, 2013 - no comments.

Next game – Space roguelike built with unity 3d.

Next game to be released by Rebel Box will be a space roguelike. I am going for the coffeebreak variety. I am currently planning on the following features.

  • Randomly generated loot.
  • Level-up/Skill tree
  • Randomly generated levels with progressively harder enemies. [It’ll be interesting to see how I translate dungeons into space environments]
  • Drop in/ Drop out gameplay mainly designed for mobile.
  • Perma-Death that wipes autosaves. (Still debating how this will work).

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June 17, 2013 - no comments.

Galactic Run Press Release

Check out this press release that just went out for Galactic Run!

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January 30, 2013 - no comments.

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