Dev Log 1/19/17 – Rogue Flight Visual Improvement

Dev Log 1/19/17 – Rogue Flight Visual Improvement

It has been a very productive week for Rogue Flight! So much that I am feeling rather great with where its heading. We now have an art style and some graphics to go with it, with some screenshots through this post. But aside from that we also have a path forward on creating enemy AI and started building out enemies that players will encounter through their adventure. But in reality the visual style is what is the key thing here. We still have a lot of assets to create, but below is a good starting point and we look forward to seeing how our universe evolves. Check out some screenshots below.



Dev Log 1/12/17 – Returning to Rogue Flight

Dev Log 1/12/17 – Returning to Rogue Flight

It has been a while since I have done a dev log. Holidays, travels and other work had put me in a state where I have not worked on much. But I am back now and with some good and not so good news.

Bad News

After the Github 2017 GameOff where I made Core with a friend of mine, I realized a bunch of things I was doing wrong in Rogue Flight. The things I learned in Core were neater and easier to maintain, Scriptable Objects, better upgrade system, better file management and a number of other items. And looking back into Rogue Flight’s code I realized it wasn’t great. So I restarted from scratch.

Good News

Its coming a long so much faster and better than before. I have created more in a month of development than what I was able to with the 3-4 months before the restart. Granted i already had most of the ideas, most of the core concepts and mechanics pathed out. And I managed to crack the biggest issue I was having. Save/Load states as scriptable objects don’t play well with those sort of things. And I use them everywhere that I can. I might write something up on it later. But we are just about where we were mechanics wise before the rework and things are working great.

The Future

So a TLDR is that Rogue Flight is back on our top priority list of things to work on. We want to be able to release some images and video over the next couple months and even a demo. We are also planning on attempting to enter some grant competitions to get some money to assist in art assets and music to speed up the process. And part of the submission process is a demo! So we are time locked into getting something out if we want to go down this path.

But this post is more of a we are not dead and we got side tracked with personal items during the holiday and we are getting back on track.


Dev Log  – 11/10/17

Dev Log – 11/10/17

This weeks dev log might be a little short as we have not worked on Rogue Flight all that much. But we have done a ton of work on our Github GameOff on game jam. Called The Core. So we can talk about that quite a bit. So lets jump straight into things.

Website updates

Not much to show here, we are working on changes as they appear and we are still writing some content.

Rogue Flight Development

Again not to much here as we have been concentrating on the Github GameOff but we have worked on the new player health/energy UI and added some feedback to when the player gets hit. Should be back on Rogue Flight by the end of November.

The Core Development

We have a ton to share about The core. But we first have to talk about the game jam’s theme. This years theme is throwback and it has a ton of definitions and ways of interpreting it. We took it as a throwback to old school Atari games with simple shapes as graphics, simple mechanics and neon colors. We also thought of text adventure games. So we put this all together to make a Missile Command inspire game mixed with resource management and a text adventure dungeon. I know, it sounds weird. But it has been a blast to build.

The Core as it stands is about a team of researchers and miners who have landed on the largest asteroid in an asteroid belt to check the viability of mining asteroids. But things start to go south soon after they land. They learn that they need to protect the asteroid from colliding with other object as it is slowly destroying the asteroid. Some auto turrets have been built and all seems like a solid plan as they continue to build their resources and supplies for an extended stay on their new home. But things turn for the worse as the miners find a labyrinth inside the asteroid, and upon finding it, it seems the danger of everything falling apart has grown, they even had some unwanted visitors. But the researchers and miners do what they do best, they keep exploring and learning about this seemingly harmless asteroid.

Players will defend their new home from oncoming dangers, they will need to keep their supplies up to survive via a resource gathering system. And most importantly learn about the depths of the asteroid via a text adventure. Will the  player learn of the asteroids secrets before the oncoming dangers destroy the asteroid.

So what does this game have? Check out our doc to see all the features , but see a very very very condensed list below

  • Turret Defense systems
  • Upgrade System
  • Resource Management
  • Full text adventure
  • Research System

We have a good chunk of it completed and are thinking of putting out an early build late next week, so stay tuned for that.

We also worked on some logo concepts below and we even received a concept from one of our twitter followers which is quite amazing – Beemes is the follower. Go follow her, she also streams so go check that out also.

Let us know which logo you like best!


That wraps up this weeks dev logo!

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