Posted on

Weekly Progress Update 15/12/17

Getting stuff done each week, this time we won’t stop for the holidays. We will actually use them to finish whatever is missing in the game.

I can happily say that the main menu is finally working properly; we got a very necessary options menu where you can configure the quality of life basic things that were missing in MiniDoom1. This includes music and SFX volume, windowed or full screen mode and configurable inputs (currently under construction).

The main menu font was too clunky for these menus

For the windowed mode I put 3 default sizes in place and the game will also allow manual window resizing and maximizing. I turner manual resize off in MiniDoom1 because I didn’t want weird screen sizes to alter the graphics. But for MiniDoom2 I decided “what the hell” the player can have whatever experience they want with the game.

Some of the data display is still missing, but the data is there.

Also, there is steady progress with the level graphics. Here are some more screenshots:

I’m happy with how everything is turning out. And I wish I could show samples of the great job the music team is doing, but you will get to listen to it soon enough. See you all soon!

Posted on

MiniDoom2 – Coming Soon

Greetings earthlings. It is the end of November and sadly MiniDoom 2 is not yet complete…

Rest assured we are working hard on it! Or at least as hard as we can and still be able to buy food.

To announce the delay of the game we have made a teaser focusing on some of the new enemies. And I’m saying “some” because there is still plenty you haven’t seen. -Old MiniDoom had 5 enemy types, MiniDoom2 has 18!

There are still so many things we haven’t been able to show and we are really excited to talk about soon. Like the new level selection map, weapon select wheel, new GUI and menus, etc. And there is still much to be done, and we will be sharing that too.

MiniDoom2 will be a bit delayed, but it will be a better game because of it!
See you soon space marines!