Our LD42 Entry...Hovertank 42: Modern Wall-fare

Posted on August 13, 2018

I'm proud to announce that our entry for Ludum Dare 42 is complete and live on the internet. You can play the game in your browser or on Windows and Mac machines right now

Hovertank 42: Modern Wall-fare is an easy-to-play, but difficult-to-master top-down shooter with a twist. The player has two modes of fire: primary fire kills all enemies in one shot - but if it misses and hits a solid wall, it spawns a deadly Orange Wall. The player can use their secondary fire, or Missiles, to destroy Orange Walls blocking their way.

I will have a cool post-mortem write-up and/or video in the coming week or so. Also, I did manage to stream on Friday evening and everything went pretty smooth. Storms throughout the weekend had left my internet a bit spotty, so I decided to refrain from broadcasting the rest of the weekend to just focus on getting the game done!

Expect some more streams moving forward - mostly on Parabola development, but perhaps some Ludum Dare games and Monster Hunter!

Until next time!

Michael

Ludum Dare 42...let's get it!

Posted on August 06, 2018

Hiya!

This is a quick post to simply announce that Thought Reactor will be participating in Ludum Dare 42 this weekend. The past couple LD game jams have been struggle-busses for me for various reasons.

Given this, the goal for this weekend is to keep it simple and just get something done. I'm leaning towards simpler 2D games or even text-based games in order to keep the scope down. Additionally, we're going to stick with Unity on this one. Construct allows for rapid prototyping, but it has too many workflow bottlenecks for me to go back to.

Also, frankly, recent work in Construct 3 for my day job has really driven me to dislike the software. It's lack of any object-relationship modeling and abysmal support for text and UI elements is simply unacceptable when tools like Unity and GameMaker have had these features for years. I'm hoping as the C3 runtime becomes stable the silly bad practices and caveats of Construct 2 will slowly be removed from the program. Until then - you can only pay me to use it 😂.

I am going to stream my efforts this weekend on the Twitch channel. So if you want to see me beat myself up over getting this beast done - come check it out.

In other news, development on PARABOLA is going pretty well. I am gearing up to release a pre-alpha demo towards the end of the month. The demo will focus on player movement and the base mechanics of the ARC gadget. It will feature a level hub where players can test fire the ARC with unlimited ammo at various targets. This hub will also contain three or four puzzle chambers for demonstrating platforming and shooting puzzles.

Until next time - peace!

Michael

Let's Take it From the Top...Again

Posted on July 09, 2018

It's been awhile since I've had any updates on well...anything. I've rolled everything back and we're going to start fresh with this blog!

To make a long story short, health and work responsibilities have been making game dev things difficult. However, not difficult enough that I can't proudly announce our current project:

Parabola Logo

PARABOLA, as a prototype, has been in the works for several months going through several design iterations in that process. At this point, the end goal is fairly solid and the development of the game is underway.

In short, Parabola is a first-person shooter puzzle platformer (what a mouthful, eh?). It is a concept that I've been longing to flesh out, mostly because of its simple and intuitive mechanics but its demanding and challenging gameplay implications.

The game revolves around a gun-like device known as the Auxilliary Resonance Cannon, or ARC, which fires energetic bouncing balls of light. The player's primary goal is to shoot and bounce these balls into various power-cells in order to grant charge to doors, platforms, and other puzzle obstacles preventing them from completing levels. There is a heavy focus on quick movement and jumping as levels become more and more difficult.

I don't want to take too much away from the awesome site I have built for the game, which you can visit at https://parabolagame.com. Moving forward, that will be the primary and most updated resource regarding the game.

Given that, don't expect too much to surface on this blog. I am basically reserving this site as a base of operations and a news source for more general studio related happenings. Major announcements regarding Parabola will certainly be published here, as well - but please, check out the game site and subscribe to the newsletter to receive the most up to date news and build releases.

Peace!

Michael