I dropped into Indie Game Night at Wahoo Studios in Orem, UT last night to get a chance to share my Indie game with some of the local Indie game enthusiasts. I missed the presentation at the beginning because I was late, and I didn't really get to play any other games except this one.
But sharing Siphon Spirit's new features was very satisfying, actually. My friend who is programming it has done a lot of work-
(I don't expect you to know what all this means, but it's still an impressive list of new features)
Save/Load Screen
New Cluster Type-Enemy Turret
New Cluster Type-Regenerating Enemy
New Cluster Type-Free Energy
New Cluster Type-Free Energy Emitter
New Cluster Type-Turret
New Cluster Type-Turret
Spellcast Effect
Cutscene functionality
Art oscillation
Cluster oscillation
Cluster Proximity Highlight effect
Multiple Language Support framework
In-level art display/text display/sound play
I also showed 17 new pieces of finished art, and I have a lot more in the works.
Very positive feedback from everyone there, and nobody mentioned how many months longer it's taking to develop our game than we'd originally said.
Subscribe to:
Post Comments (Atom)
2 comments:
Blast it! I looked for Syphon Spirit, but didn't see it. I must have left too soon. :(
That said, the presentation wasn't all that spectacular, so I'd say that you got to see the best part of the evening; the other games. The presentation was a recap of the Global Game Jam, with a few different teams offering some insight into their processes. It wasn't bad, just nothing that you'd not get out of reading a few blogs on the thing.
You were there and we totally missed each other! Gah!
Well, I was upstairs on the far North end.
Also it took me some time to get a laptop up and running, so if you came by right after the presentation ended, you wouldn't have seen us.
Post a Comment