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 Post subject: Iridium (DX11)
PostPosted: Tue Feb 20, 2018 11:55 pm 


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Joined: 20 Feb 2018
Posts: 10
Location: UK
Iridium is primarily a horizontal scrolling shoot em up (due to the size of the levels there is some up and down movement). It's loosely based on Uridium but with a generous sprinkling of extras from other great games such as Xenon2 (out rigs / shop) and Nemesis (orbs / lasers).

The project is probably:
- 80% complete code wise
- 40% level layout (18 stages, 3 per level)
- 30% tile sets and other associated graphics
- 30% music and sound effects

Other than myself I have two other very talented EAB members helping the development. Invent is doing the graphics and Akira is doing the music :)

Here is a link to the last public video (a few months old now): https://www.youtube.com/watch?v=Odc93Lk4pls&t=35s
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 Post subject: Re: Iridium (DX11)
PostPosted: Fri Feb 23, 2018 10:01 am 


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Joined: 06 Feb 2018
Posts: 49
Hello. Cool! Looks fun!

Are there specific objectives in each level or is it mostly destroy all the things?

How do you make sure the player knows where to go when you're getting closer and closer to having destroyed everything?

I mean, if the aim is to destroy all the things, or specific things, maybe it'd make sense to have some sort of small arrow indicating the nearest target or something of the sort, so that when the level is almost complete, you don't spend a long time looking for that final target.

I'm not really one to talk (because I have the same issue in my own game sometimes), but it seems that over the desert sand the bullets can sometimes be a little hard to see. Maybe a darkened outline would help?
There also seems to be a little seam in the desert tiles?

Still though, looks neat!
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 Post subject: Re: Iridium (DX11)
PostPosted: Fri Feb 23, 2018 1:31 pm 


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Joined: 20 Feb 2018
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I totally agree that at the minute it's difficult to tell what to destroy. This will be fixed by hi-lighting the objects to destroy with arrows around the edge of the screen showing direction and overlaid over them when on the screen. There will be a lot of variety of objects to destroy also and not just the single reactor currently in use.

It is also currently difficult to see what can be collided with but that is because the graphics are just some temporary ones I put it. I am due some new tile sets soon that will fix this and look a lot better :)

The radar located at the bottom middle is due to be removed soon as it's distracting and not overly useful.
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 Post subject: Re: Iridium (DX11)
PostPosted: Fri Feb 23, 2018 6:58 pm 


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Joined: 25 Jan 2005
Posts: 80
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Hey Bastich! I forgot to tell you about posting here :P Glad you did!
I am indeed working on the music for this, which will have to change a lot for the final!
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 Post subject: Re: Iridium (DX11)
PostPosted: Sat Feb 24, 2018 12:16 am 


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Joined: 21 Feb 2018
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Great to be in this forum. A quick teaser to show the graphic assets will change, here is the darker desert tile sample (tilable elements)
Your right Sai'ka, I will be focusing on more balancing the elements as time goes by.

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 Post subject: Re: Iridium (DX11)
PostPosted: Sat Feb 24, 2018 4:46 pm 


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https://youtu.be/fQn3wntbQkQ

Here is a video of the initial radar replacement system I am trying out. Other than needing a graphics overhaul I think it works quite well as it means you can line up on upcoming targets etc much more easily.
Enemy ships, objects and obstacles (when I've added them) show up around the edges of the screen. The more transparent they are the further away they are. When they enter the screen the edge effect disappears. Critical systems (only reactors ATM) on the other had keep the overlaid effect which makes them much more obvious.
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 Post subject: Re: Iridium (DX11)
PostPosted: Sat Mar 03, 2018 6:00 pm 


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Joined: 20 Feb 2018
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Latest video update: https://youtu.be/oSUyBAxoAVs

Fixed colour addition (grr looking at you destblend)
New bigger glow effects.
Updated explosions and NME shots.
Updated upgrades system.
Modified rockets and missiles to be more spectacular and on s separate button.
Colour additive TMX layers added.
Updated the radar and critical system overlays.
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 Post subject: Re: Iridium (DX11)
PostPosted: Wed Mar 14, 2018 8:33 pm 


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End of level set 1, the first dreadnought :D
- New shield effects
- New greeble ground detail and initial smoke effects
- Tweaked explosions
- Level layout nearly finished

https://youtu.be/RHElZ-uOiRQ
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 Post subject: Re: Iridium (DX11)
PostPosted: Wed Apr 11, 2018 7:08 am 


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Latest build including:
- new background graphic layers
- update logo shader effect
- added background story as a vertical scroll text
- new enemy sprites
- reskinned level 1-1 & 1-2
- new desert tile-set
- shock-waves added to explosions

https://youtu.be/qvCyk-WPg3M
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 Post subject: Re: Iridium (DX11)
PostPosted: Wed Apr 11, 2018 9:25 am 


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Joined: 06 Feb 2018
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I think looks-wise it improved quite a bit from the last version!

The text scroller reminds me of oldschool demoscene stuff :D
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 Post subject: Re: Iridium (DX11)
PostPosted: Tue Apr 24, 2018 9:14 pm 


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Video update 0.23 :)

Including:
- mini shock waves on explosions
- larger sprites
- re-skinned levels
- more obvious homing missile launchers
- probably a few extra things

https://youtu.be/koLbDkz3TMg
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 Post subject: Re: Iridium (DX11)
PostPosted: Wed Apr 25, 2018 11:42 am 


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Cool!

Looking quite dynamic now! :)
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 Post subject: Re: Iridium (DX11)
PostPosted: Sun May 13, 2018 12:22 pm 


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Joined: 26 Jan 2005
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Nice. I was literally just thinking the other day that I wish someone would make a new game inspired by Uridium, having recently read Andrew Braybrook's blog: http://uridiumauthor.blogspot.ie/ in excruciating detail.


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 Post subject: Re: Iridium (DX11)
PostPosted: Fri Jan 04, 2019 11:53 am 


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Joined: 21 Feb 2018
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Our Kickstarter for Iridium is coming very soon :)


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 Post subject: Re: Iridium (DX11)
PostPosted: Mon Jan 07, 2019 10:01 am 



Joined: 19 May 2017
Posts: 47
Looking good, i really loved Uridium :)
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