Re-re-redesign 
Gosh, a lot of time has passed since our last entry. Progress has been slow lately and we faced several problems (moving, broken notebook(rest in peace, beloved Mac)). However the project is far from being dead. Right now we're working on a new design for this page here, which will be awesome.

Also we realized that hardcoding enemies in the game is as dumb as hardcoding bullet patterns. In the next update enemies will be based on freely editable state machines.

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new video 

Here's a first video of our 2nd level.
It mainly shows off the boss, we also worked on the background splitting it into multiple layers so we can utilize some kind of parallax scrolling. This is the first time we really used the pattern editor to create something presentable ingame.
We hope you'll enjoy it an C&C would be nice.


!!! ⑨Happy Cirno day to you all⑨ !!!


(<- this is a concept for the 3rd and 4th boss btw)



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a small update 
Sooo after a week break, which was really needed we can finally show off a bit progress.
First images of our 2nd boss babe in action:

We also updated the media sections with some new screenshots finally(sorry for slacking off :p).
Also I'm redesigning the title and loading screens to give the whole game a more complete look:

Fully animated title screen yaaay :D



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Edit the chaos! 
It's done! The pattern editor is ready to use, lock and load.

You can create loop objects that place several bullets with different trajectories, you can combine them in any way you like to create unique patterns.

Here's a little video that shows the editor in action. Have fun!



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flower power 
Yesterday I walked through the city night and saw a lot of violence. So I decided to change the gameplay where you don't fight evil guys all the time but instead try to help people...NOT!

So why flower power? I've been working on the pattern editor the last days and it's pretty much done/awesome, whatever you like more.



The screenshot is one of the patterns that were created in less than 15 minutes. Want to try it out? Become a tester!

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Adding content 
Besides working on the editor m we're adding new content for our second level. The level itself will be way longer and more dynamic than the one in our first demo. It'll be based on the first background we ever used which can still be seen in some of the really old screenshots.
There should be videos and screenies up soon.
Well or not so soon since exams are coming up...wish us luck x.x

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Man in the moon 
What a distracting title for a blog entry. So what is this all about? We've been working on the integration of LUA (Portuguese for "moon") which is a well known scripting language. We're using it to create bullet patterns. This enables us to test patterns without compiling and linking the whole project again and again. Also each enemy can have, regardless of its type, his own pattern which makes them unique and less predictable.

Furthermore we've been working on a pattern editor:


With this editor you can add pattern objects and link them together. This makes it very easy to create patterns, preview them and then automatically generate LUA code that can be integrated into the game. Programming knowledge isn't needed anymore.

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addressing issues 

In response to our first demo there have been a few problemspointed out:
  • The hitbox is weirdly placed and almost invisible -- we already tried fixing it (see picture)
  • The level and enemies are boring -- since this is the first demo we were quite busy making it work and didn't pay too much attention to the level itself (more on this topic below)
  • there is no linux port -- we're working on it
  • there is no music -- someone is working on it
  • the level is too hard
  • the level is too easy
Our next steps will be the implementation of a scripting language, in order to create more dynamic stages easily, and most likely introduce a level editor.

Also we're trying to add new content. There will be screens of a new stage and new enemies soon.

If you would like to join us as a level or pattern designer feel free to contact us.
If you encountered a problem or a bug not mentioned above please do so as well.

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Prerelease 
Three days after our presentation we are ready to release the prerelease (holy crap!) of Chaos3000. This is the first level and gives you an impression of the final game. You can find the download link at the top of this page. Have fun and RTFM (read the f*cking manual)!




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Weapon of choice 

So what will you use to defeat the horde of evil insect aliens?
This video shows off most of the weapons you'll be able to use against them.
Choose wisely.They aren't that defenseless!

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Deadlines 
I love deadlines!
They force you to finish a lot of stuff in a short time span, new stuff is added to the game and increases your motivation to go on.

I hate deadlines!
They force you to finish a lof of stuff in a short time span resulting in bugs that you have to find afterwards. Not to mention the stress...

It's Wednesday, 3 days left to the release date of the first presentation of the game. We've done a lot recently and will hopefully be able to really be done on Saturday.
The rest of the game system is implemented, highscores were added to the game, a lot of graphics have been improved, the enemies and bullet patterns extended. The demo level is done, too.

Demo is released on Saturday evening (GMT+1) or a few days later.

Stay tuned!

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On the finishing line 
Progress has been slow lately, but we're back at work and aim at a demo release on June 20th. That is we're finishing the last of all three hyper modes, add a few more enemies and work on the final level.

The latest addition is a new bullet type called master bullet (yeah, fancy name, I know) which is some generic bullet to create all kinds of patterns. The idea is to use several independent movements (like moving on a circle, sine or some curve) and superpose them to create unique movement behaviours. This is very easy and can be accomplished by people that have never programmed before (some basic math knowledge is needed ofc). It's actually even possible to write a simple editor where you can put "operations" on a stack and directly see the result in action. Writing the editor would cost a lot of time though so we skip this for the demo.

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more boss stuff 

Sooo she can shoot now.
Only one animation sequence and one pattern missing then we're done with her.
Just posting this because I like the screenshot....and because I'm a biiit bored XD

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Who's that girl...... 
La, la, la, la, la, la, la, la, la, la, la
She's our boss
La, la, la, la, la, la, la, la, la, la, la

Anyway after some more unexpected university problems(and drinking problems after solving the first ones) I'm back working, inspired,motivated and sooo on.
She has multiple modes and lots of animations(she can even wave at you while kicking your ass) and she's gonna be tough.

Here are some screencaps of the quasi finished modes there is one still completely missing and also there is a lot of small stuff to work on too =_=
Still we are getting closer to our first demo wheeee

The big one is her final mode below levels 2 and 1
Those umm thingies surrounding her are gonna shot you...alot






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razor and score system 

This is what I've been working on the last days - the first implemented hyper mode.

The most important question you ask yourself in a danmaku is: how do I maximize my highscores? There're a lot of different ways this is done in the danmakus out there, a lot of them using score items you need to collect. We want to focus on pure ... chaos so we leave the items out and instead put more enemies into the game.

scoring system
On some screenshots you can see a bar on the left and right. Once the bar is full you level up. There's a little thingy flying around you called "force". It is able to absorb energy from enemy bullets and thus let's your bar increase faster. Leveling up also means that your multiplier increases 0.1 * new level. So leveling up from 0 to 1 means your multiplier is 1.1. Levelin up from 1 to 2 would then be 1.1 + 0.2 = 1.3 and so on. Maintaining a high level is vital for your scores.

With each level your force gets bigger and absorbs more energy from the bullets. Also while doing nothing your bar slowly sinks. The higher your level the faster it sinks so it's harder to maintain a high level.

hyper mode
Hyper modes are special weapons that can be used as long as your bar hs some energy. Currently implemented is only the razor which hits enemies close to the ship. This very helpful when there're a lot of small enemies on screen. It can help you defeat enemies fast and thus hold a high level

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Cannon Fodder 

After a long distresful exam period its finally time for a new enemy, now we got a whole dozen wheee.
Its pretty hard to make small but interesting foes because well...you dont have much space for details but I'm quite happy with these little bugs.
When they turn around they switch colors plus they are able to do a Lylat Warsesque Immelmann turn(yeah had to wiki that...).

So why even include small stuff when you could also blow up big stuff??
To keep the combo meter running you got a nice colorful bar which you fill by killing enemies(or grazing or force grazing or doing the hokey pokey), once its full you level up wheee which enables you to use awesome hyper modes increases your score multiplier and even your force thingie grows quite a bit :D




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Hyper Hyper  
In some screenshots you can see a funny bar on the sides of the screen.Well besides beeing funny its also used to activate the dadadaaaadam Hyper Mooooooode which we are currently working on.
And since this blog looked so depressingly empty I decided to post the WIP sprites for the 3 modes =D

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Clean Up 
Chaos3000 started as a small game. The idea was to create a simple vertical shooter that looks like drawn with a pencil. After a while we realized that it was too hard to distinguish between background, enemies and bullets so the black and white only concept was discarded. After adding some color we finally found a look that was appealing to all of us. As someone on the IRC said: acid - which is quite the right word.

The game grew and grew and now it’s not a simple shooter anymore. Texture files have reached the 100 mb (uncompressed) and there’re a lot of files. Since we started small, all files were located in one folder so today we tried some clean up, put textures in different, appropriate folders and after a few hours we were done.

I’ve got some free time from college now so I’ll try and add a lot of new features the next days, including some special modes that give you advanced weapons for a short time.


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