A lone coder, a lot of distraction, learning xna, oop and c#.. Ouch!

Kollectiv 360 Released to PlayTest

 Kollectiv 360 Released to PlayTest.. w00t!

Now to sit back and wait on any feedback, and now time to get over and get the fixes into Cannon #12 and release! Woohoo!

Kollectiv 360 is coming along nicely..

 Just a note to say Kollectiv 360 is coming along nicely.. Not much left to do but add a couple more sound effects, finish adding the new gameplay bomb elements (which is half done) and then redo the options, pause and buy menus.. pause & buy should be really easy to implement. Options will take a wee bit more time and I think I'm going to add a couple controls to allow the player to adjust the sensitivity of the gamepad for movement and sliding blocks. Another week? and then it should be just about ready for playtest.. =)

Kollectiv Update...

Well, the feedback is in and mostly positive on Cannon #12.. So I'm going to get busy here in the next week, update it and reupload it. No major crashes or anything that isn't fixed quite easily, so..

Kollectiv meanwhile is coming along very nicely, running very well on the Xbox.. Its going to get some gameplay enhancements and changes as well. Here's a couple shots of it in its current iteration:

 

While Cannon awaits feedback...

Well, while Cannon #12 is in playtesting, so far with less negative / trouble feedback than expected, I started back in on Kollectiv 360. I figure I will give it a new look, some new features and get it ready for the 360. With an awesome soundtrack and some addictive gameplay, hopefully it will go over well on the 360! I'll post a sneak peak of the new look later..  

Cannon #12 submited to DBP & playtest

Just a note to say w00t! Cannon #12 was submitted to playtest and DBP today! Heres the latest and probably last video:

 

Cannon #12 is done!

Awesome! Cannon #12 is done for the most part. All gameplay elements, screens, etc are all built in and working.. It plays flawlessly so far on the PC and Xbox both. The only thing that remains now is tweaking things. I want to tweak the sound a bit, optimize the art and sound assets, adjust difficulty a bit, and of course bug checking. I'm also going to get the HUD redesigned again, I just haven't decided on a design. For the most part though, it's finally done!!

Almost there!

The first 3 bosses are done out of 5. The 4th only needs images.. gotta figure out how I want to do him.. The 5th and final boss is going to require some major coding changes... so he is the last one.. I still haven't decided if I am going to have the game stop after 20, or continue on.. it would be relatively simple to continue.. 

So, my goal is thursday.. By thursday I plan to submit this to Dream Build Play and then put it up for playtesting. If all goes well with that, it will be up for review shortly thereafter. 

After that comes Kollectiv. It's done.. for the pc.. it just needs some minor changes and tweaks for the 360.. so I figure it won't take long at all to get it up and working and in playtest as well.. then on to Suu-ey! Once those are done I can get back to my pet projects, Coastal Glide and 10 Gallon Squiggle! W00t!

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