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2018 Update

Couldn’t advance too much this week because life got in the way. But we are back in business now. Here are more screenshots (sorry, no time for gifs). Lots of things we haven’t shown yet. And yes, thats the classic Spider Mastermind. It makes an appearance in a certain level, but is definitely not the final boss of the game. The game is moving along.

Continue reading 2018 Update

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New years update

Well, it looks like we missed the Christmas deadline and the 2017 deadline. The game will take a bit longer but hopefully no more than a couple of weeks. We will give a release date when we find some time to work on the trailer. Have a happy new year everyone!

Here are some screenshots of the weeks progress:

This time we are plunging into Hell

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Holidays Update

Hello, its the holidays, this means we can work on the game non-stop and make some mad progress! Here are some screenshots:

Night falls near hell’s gate
Digging out martian soil
Exploring underground ruins?
Of course its always demons…

The game is getting close to be ready. Happy holidays everyone!

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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!

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Starting Levels

Let’s take a look at what the first levels are. The first 2 levels of the game are pretty tame.

1-Hangar

The first level is of course the beloved Hangar; it has the purpose of teaching the basic mechanics of the game and is the home of the Shotgun and the Grenades. It doesn’t have much combat or platforming.

It has some nice outside areas though

2- Central Processing

The second level Is Central Processing, it has a high tech setting. The level will give you two new powerups very early: Double Jump and the Plasma Gun. Yeah plasma is the second weapon in the game, this is because it has an important role. The weapon is very powerfull, but it consumes a lot of ammo and your maximum energy cells are not very high at the start.

High tech all the way

The rest of the level has more platforming than combat and a lot of enemies in angles to get players used to the double jump and plasma. There are plenty of electric traps and the first chosen hellspawn awaits there to battle.

3-Foundry

Shit gets serious

Level three is the Foundry, a Doom2016 inspired level. And it’s here where you learn the last of the basic mechanics like rolling around and using switches. It is a large stage with a lot of combat. This level is the first real challenge in your journey.

Seconds away from death.

But I won’t get much more into the levels than this. I don’t want to spoil too much, also I don’t think I will do any more of these descriptions for the other levels, so you’ll just have to play them.

See you soon!