Showing posts with label unity3d. Show all posts
Showing posts with label unity3d. Show all posts

Wednesday, 2 October 2013

IndieGameStand

Last chance to get both GOG and desura keys for just a dollar!!

Only about 20 hours left on https://indiegamestand.com/.

When you buy the game you also support Danish Cancer research with 10% of purchase.

Wednesday, 6 March 2013

First week after release and reviews.

It's been a great week.
The game is selling and we are happy!

Here are some of the reviews just in.

Reveiws:

4/5

"Having journeyed through hell several times in my life (once when working for a factory, another time visiting relatives and finally with the ex) this journey through hell turned out to be the most fun by far."
http://gameplayersreview.com/99-levels-to-hell-review/

90/100

"This game is a perfect example of how much fun a game can —and should, be, even when you completely suck at it."
http://www.indiegamemag.com/99-levels-to-hell-review/

80/99

"99 Levels to Hell is a game that revels in its own difficulty. Bearing in mind that I described Demon’s Souls as “not that hard” when I reviewed it, this game is harder. Mostly because there isn’t anything you can stock up on to make the road ahead more bearable. No, until you get more characters (there are three to unlock, of which I acquired none), you’re stuck with The Magician’s shotgun and maybe some bombs."
http://calmdowntom.com/2013/03/99-levels-to-hell-review-pc/

5/5

"If you’re looking for a roguelike with a faster pulse, or a platformer with a new take on things, you’ll find 99 Levels a hell of a lot of fun."
http://www.controlcommandescape.com/games/99-levels-to-hell/ 


7/10

http://www.z-giochi.com/recensioni/recensione-99-levels-to-hell-75661

Other press:


" It’s a somewhat deranged cocktail of all the gameplay mechanics one may expect to see etched onto the standard platforming blueprint in the dishevelled bowels of Game Development HQ, but wait! There’s a roguelike element to proceedings too, whatever that means. And, my, procedurally generated levels! Oh, and you can buy upgrades from a virtual high street of makeshift commercial establishment too. Let’s hear it for capitalism!"
http://indiestatik.com/2013/02/27/a-woman-scorned-hath-no-fury-over-99-levels-to-hell-out-now/

"A new warm front may have arrived in the form of 99 Levels To Hell, a roguelike platformer with “over 25 monsters to discover and battle, as well as over 50 power ups and weapons to get your grubby mitts on."
http://www.rockpapershotgun.com/2013/02/21/the-only-way-is-down-99-levels-to-hell/

"Wenn ihr Heavy Metal und old-school Plattformer mögt und auch vor einer Herausforderung nicht zurückschreckt, solltet ihr auf jeden Fall mal einen Blick riskieren. Fans sogenannter Rouge-Like Spiele, sollten sich das Spiel sowieso nicht entgehen lassen."
http://www.computerspiele.com/2013/02/27/indie-ecke-99-levels-to-hell.html

Remember to buy the soundtrack: http://oldmanmusic.bandcamp.com/

Our good friends at http://www.bitloaders.com/ did a great let's play!



These let's plays are fun as well.

Tuesday, 12 February 2013

Final release date - 26th of February


We are all most there!
We have an official release date, 26th of February the final game will be out on GOG.com, Desura.com and IndieCity.com.



As I write this I'm making the last changes to the game and adding the last pieces of music.

We can't wait to get the final game out there for you to play!!

It's been a crazy ride, and I would like thank everyone who help me get this game done. Thank you, you know who you are ;)

Cheers
Bo



Tuesday, 4 December 2012

Beta 1.2.0 all most ready!!


For this update quite a few things has changed.
The symbols are not over powered any more sorry ;) and the game has gotten a bit harder (don't hate me, please...)

I've added more items to the shop and there is a new character to find.

BTW check out his cool bundle I'm applying for the indie dev grant.
http://bundle-in-a-box.com/




DevLog: Beta 1.2.0

BugFixes:
Final Jump fixes
Jump of edge
Better physics

HeartSymbol not OP any more
Fewer special items spawn
Better options menu
player red when hit

Rest of the story are in game!!

Dungeons
Deminsion
Total Random

Enemies
BomberBee
BomberEye

Bossfights
Planet
who will we fight next?

More items in Shop

New items

2 New symbol
Mushroom
Flip
Less/more Time

New Character!!
The Dragon
25 new levels, 75 in total!

Tuesday, 13 November 2012

Beta 1.1.0 Released, Streamlicious, Soundtrack pre-sale and the release date.


The Beta 1.1.0 is released and 1.2.0 is on the way. I've just received the last story bits from my awesome writes Chris and Graham. They have done a wonderful job. Remember to listen to their podcast.

We are joining Streamlicious! And if you watch the stream you might win a free copy of 99 Levels To Hell.



Finally we have decided on a release date. The 31th of January 2013. So mark your calender with the date that will bring you closer to hell.

Last, the soundtrack is now available to buy at http://oldmanmusic.bandcamp.com/ so go buy some awesome METAL!!!

Thursday, 20 September 2012

Beta Log and Steam Greenlight news


Things are moving fast, the Beta 1.0.0 will be released very soon.

When the Beta is released the discount will drop 50% off to 25% off, so hurry up and get the game cheap.

I just learned that I'll be able to give out Steam keys to everyone who bought the the game via Desura or the Groupees Bundle, still running for 6 days. So please go to Steam Greenlight and upvote the game.

The official Greenlight status:
“100% of the way to making the top 100” 17,064 visits 778 Favorits."



I've also updated the demo to a Beta Demo(Mac and Windows), so go try it before you buy it!

A big thing in the Beta is the added story-line. I've been so lucky to get a lot of help from Graham Cookson & Chris Powell from the Bitloaders podcast. They are writing an awesome story-line for the game and my good mate Simon Poole is doing a great job with the voice-over.

So thanks a ton Graham, Chris and Simon, this really adds a lot to the overall feeling of the game :D

This time we are adding quite a few new tunes to the game as well, Dalle has been hard at work creating some really awesome new tracks and sounds.

Spider Boss Theme, Casino Inferno, Secret Room is just a few of the new ones, listen to the full soundtrack here.

If you are updating from a previous version, I recommend going to options and reset the game before starting your adventure, just to make sure you don't get any PlayerPref bugs.

Last you should check out the About section I just changed it to something new and more fitting for the game.

Small teaser for the Beta!



Changelog BETA 1.0.0:

Bugfixes:

General fixes and polish.
GUI Key, key appears in the GUI when you've found it

Slot Machines got sound, and higher chance of getting a WIN

Fixed jumping bug!

Healthbars on all boss'

Lighter dungeons.

Added features:

Overtime Ghost

Traps
Saw trap
Bomb trap

New Dungeons
Into The Machine

Wet Caves


Bossfight Robot
Bossfight Giant Worm

Unlock Playable Characters
Major

10 new levels 50 in total!

Sounds:

Death sounds
Robot
Worm

Music
SpiderTheme
Casino
SecretroomTheme

Storyline for the first 3 dungeons + prolog

I know I didn't get controller support in the first Beta but I promise it's the first thing I do for the next update ;)

Tuesday, 28 August 2012

Build 0.4.0 Released – Last Alpha Build before BETA


Build 0.4.0 has been released, lots of great stuff in the update.

This will be the last Alpha, which mean that at next release the price of the game will go up.

This also means that I have had to scale down the game, to be able finish with in reasonable time.
It always hurts to cut out stuff, but I think it was necessary. The game was changed at a lot and the focus has shifted.

This means that two player is gone. It's really sad, but it would change some of the basics that make the single player so much fun.

I now want to make the best single player experience I can make, not to say that two player will never  happen.

Changelog ALPHA 0.4.0:


Bugfixes:

Bossfight – shit just got REAL!!
New controls
You can now jump from ladder
PickUp and enter doors on E
Jump on Space

Added features:

Traps:
triggered trap
spike trap

Casino:
Slut Machine Gold, Heart, Bomb

Special Items:

Black-hole
Protectors
Magic Skull
Orbs
Green
Ice
Purple
Symbols
Heart
Pentagram
Satanic
Eye
Ghost

Sounds:

trap sounds
death sounds
Bat
Box
Skull
Machine
New BossFight Track!!

Friday, 24 August 2012

Next build and podcast

Hi all

I'm back from my break, and scaling down the time I can spend on the game, but that doesn't mean that work isn't getting done.
A lot things have happened since the last blog post.

I will release a new build next week where I will be adding, all kinds of awesome new stuff.

First, a new item type: Symbols.
They will appear in your GUI and recharge by kills!

Second, traps:
All levels after the first 10 levels will have some kinda wicked traps for you to avoid.

Third, The Casino, Inferno:
Gamble away all your hard earned gold, bombs and heart, to get bigger and better weapons and symbols.

Besides that a lot of new special items now will randomly appear in the dungeons.






Yesterday I was lucky to get invited to join the bit loaders podcast.
We talk about the new Update coming up next and about new in games in general.

http://www.bitloaders.com/2012/08/24/the-bit-loaders-show-episode-8/

So get exited for next week!!!

Cheers
Bo

Wednesday, 25 July 2012

Super Indie Spotlight

I love the Super Indie Spotlight, it's a great youtube channel, that let's you know about new awesome indie games.

And you know what? 99 Levels To Hell made it to the spotlight!
Check it out!

Wednesday, 11 July 2012

Alpha 0.3.0 is LIVE!


This update has been all about making the game more fun.

So some new rules have been added.
First, we now have a Heart-cap, this means that you can only carry 5 hearts at the time, until you level up your Heart-cap.

You can now level up your weapons to level 3, and add boosts such as Range, Damage and Bullet size.

There is a time limit on the levels, that will start hell-mode if you take too long.

I rewritten the jumping so it's easier to control, and some enemies will now charge you.

Most of the graphic bits have been redrawn and lightened to make it easier to see where you are going.
Have fun!!

Desura Digital Distribution








Changelog ALPHA 0.3.0:

Bugfixes:


  • Curser aim improved
  • No more than one pet
  • More control when jumping straight
  • Added features:
  • Shake on hit and explosions
  • Heart container. 5/5
  • One UP extra heart for heart-container 
  • Volume slider
  • New Character animations
  • Rewamped Weapons and power-up system
  • New tutorial
  • Shotgun re-made
  • New GUI
  • BossFight SHAKE DOWN ladders
  • Earth gold blocks!
  • Graphic retouch of all dungeons
  • TimeLimit on Levels
  • New Shooting animations
  • Pickup Weapons On ”S”
  • New gold nugget
  • Some enemies Charge you!
  • New box explosion
  • 15 new levels (40 levels total)

Special Items:

  • RangeUp
  • DamageUp
  • BulletSizeUp

WeaponLevelUp:

  • Bluestaff 1-2-3
  • BubbleGun 1-2-3
  • Cannon 1-2-3
  • CrossBow 1-2-3
  • IceStaff 1-2-3
  • MachineGun 1-2-3
  • RedStaff 1-2-3
  • ShotGun 1-2-3
  • Sniper 1-2-3

Sounds:

  • New Death sounds.
  • New Themes
  • Theme OVERTIME

Monday, 9 July 2012

Alpha 0.3.0 Upgarde your weapons!

Just uploaded a new video to youtube.

Still testing 0.3.0 but I hope it'll be live by this weekend.

Tuesday, 3 July 2012

New weapon system and retouch of the dungeon graphics


The weapon system is coming along great, 21 new weapons + upgrades!!

Some bugs that will be fixed in 0.3.0

  • Curser aim improved
  • No more than one pet
  • More control when jumping straight

I also decided to go over all the graphics for dungeons again. here are some examples for you.








So there are much to look forward to in 0.3.0..

On another note ZaxisGames released Harry The Fairy for Android today check it out Harry

Tuesday, 19 June 2012

Box art and ALPHA 0.2.0 released


Alpha build 0.2.0 is released.

Quite a few things have changed. I spend some time
playing around with the lighting, so hopefully you'll have a better
chance of shooting does rats before they kill you.
We also got some awesome new Box art for the game.

I went over all boss-fights again to make them more exciting.



Box art by Didde Gärtner





Changelog ALPHA 0.2.0:
General gameplay tweaks
All BossFights tweaked
Reset Game (in options)
Tutorial Level Changed

Bugfixes:
redbat crash
better lighting (easier to see)
Boxcollision pushing player through walls
Spawn two weapons

Added features:
Damage Text on hit
PickUp Text
Vsync support
Bubble bombs

Special Items:
FlashLight
FireOrb (shooter)

New dungeon "Jail"

New Enemies:
Spider type 1, 2, 3 and 4

New Boss:
SpiderSpitter

Sounds:
New Key sound
New Dungeon track
New Mix of GreenUnderground track
New Gun Sounds

5 New levels

Friday, 15 June 2012

99 Levels To Hell - just playing around with the new Alpha 0.2.0 Build

Release will be up some time next week.

Changelog ALPHA 0.2.0:

General gameplay tweaks
Reset Game (in options)

Bugfixes:

redbat crash
better lighting (easier to see)
Boxcollision pushing player through walls
Spawn two weapons

Added features:

Damage Text on hit
PickUp Text
Vsync support
Bubble bombs

Special Items:

FlashLight
FireOrb (shooter)

New dungeon "Jail"

New Enemies:

Spider type 1 and 2

New Boss:

SpiderSpitter

Sounds:

New Key sound
New Dungeon track
New Mix of GreenUnderground track
New Gun Sounds

5 New levels

Last here are some great previews of the game :) Thank you, IndieDingo and RockLeeSmile.


Friday, 8 June 2012

How to get shadows using ortographic camera


I was looking for a way to get shadows in my game. I want my hero to cast some kinda shadow from his light source.

I'm using an orthographic camera and the light I want to cast a shadow from is a point-light so it should be as easy as turning “Defferend lighting” on in rendering under build settings and violia.
But no, that didn't work, searching the net I found this post
http://forum.unity3d.com/threads/117884-Deferred-lightning-impossible-on-Orthographic-Camera

OK so we can't use “Defferend lighting” on an orthographic camera, but I found work around.

We can use FullForwardShadows.
http://answers.unity3d.com/questions/253531/fullforwardshadows-if-lights-more-than-1.html

My background uses bump to give it more life, so I rewrote the shader to also have bump.

Code:

Shader "BoShadowShader" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {}
_BumpMap ("Normalmap", 2D) = "bump" {}
}
SubShader {
    Tags { "RenderType"="Opaque" }
    LOD 400
    
    CGPROGRAM
    #pragma surface surf BlinnPhong fullforwardshadows
    sampler2D _MainTex;
    sampler2D _BumpMap;
fixed4 _Color;


    struct Input {float2 uv_MainTex; float2 uv_BumpMap;};
    
    void surf (Input IN, inout SurfaceOutput o) {
       fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
       o.Albedo = tex.rgb * _Color.rgb;
       o.Gloss = tex.a;
       o.Alpha = tex.a * _Color.a;
  o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
 
    }
    ENDCG
}
Fallback "VertexLit"
}




So now I have two lights on my hero, one that lights up the foreground, the blocks you walk on, and a light behind him that lights up the background and casts shadow.


I get this error.

But it doesn't seam to affect performance, please comment if you find a solution.

Thanks to valera on UnityAnswers for the shader and Aras on the Unity3d forum for clearing up the whole “Defferend ligting” issue.


I strongly encourage you to make “let's play”s of the game, there is no better way to show it of :D

I made one myself.
here some early ones.

And even one in Russian.

Have nice weekend!
Cheers
Bo