New dev video log is up. This time I show off a bunch of fixes and upgrades I’ve made to the demo. There are a few mechanics that got changed and redesigning how we handle the game’s difficulty modes.
For all the little updates and day to day dev of Hardline Gunner, I’ve started a devlog on TigSource. Here I can just post whatever is going on, no matter how large or small. So the new place to follow the development, make comments and ask questions is the TigSource DevLog. Check it out.
I’m really bad at keeping to my blog post schedule and think that maybe just grabbing the mic, recording my screen and chatting about Hardline Gunner and the dev process may be something I can finally stick to.
This first dev log just covers an intro to the game and the basic mechanics that the player will need to master to become a badass. I would like to use these video dev logs to cover coding, level design, design decisions, answer feedback or show off features. I’m still getting used to the whole talking to nobody thing that comes with recording these videos so I guess practice will make perfect eventually.
Here is the Hardline Gunner Dev Log 001 – Basic Mechanics video, Check it out.
With only 48 hours to develop a game from scratch we decided to make a minimalistic racer that could be played with infinite players. By the end of the jam we had created LIGHTRIDER. A 1 button, as many players as there are keyboard keys, twitch skill racing game.
Finally. The new demo is here. I’ve changed so much in the last ~6 months and am so proud of how HLG has evolved into a fully featured game. The new demo is already up on itch.io so go and play it right now: lazorun.itch.io/hardline-gunner
Just over a month ago I released an alpha demo on itch.io. It had 15 challenging levels will a ton of unique enemies, power-ups and surprises along the way. It was a great opportunity to get some much needed user feedback while the game was still early in development.
Try out the Alpha Demo Here:
I’ve been wanting to blog more about Hardline Gunner development and am going to try to commit to monthly updates. July has probably been one of the most productive months for HLG development. Here’s a recap of what went down.
Been doing a lot of work on Hardline Gunner lately. Some rewrites, some fixes and some new content.
Tojam is just around the corner and I always find myself wishing I took the time to blog some of the fun but never do because I never have the time. This year I’m going to try extra hard to take a break and post our current builds of the game so you can see what the game felt like every step of the way.
While watching players give the current build (at the time it was alpha-0.3) a try I realized that the current mechanics were not promoting the type of gameplay I wanted to encourage. I needed something in the game to encourage level exploration, killing all enemies in a level before completing it and using multiple guns instead of just the one favourite.
A couple days ago I knocked off a bunch of tasks from HLG’s todo list and created build 0.3 just in time for yesterdays screenshot saturday. Now HLG has 2 new gun mechanics and some enemy AI tweaks that get it closer to the game I see when I close my eyes. Before I dive into details I should explain what HLG is.
Hardline Gunner is a simple minimalistic 2D top-down shooter that forces fast reflexes and near perfect execution to survive. The main mechanic is the SPIN. Above all other things, spin is what will keep you alive.
Got a new game to share. Demo available soon.
Since TGGJ ended I’ve been making small changes to our game in hopes to get it closer to the game…
When day 3 starts off with you hitting the snooze button 4 times and dropping your wallet (and your change) all over the parking lot when you get out of your car, you have a feeling it’s going to be a long day. Eventually our artist arrived and sound guy is doing his thing, a bit of coding is still remaining with just a few more hours until the GGJ is finished. But we won’t give up, deadline day is when $#!^ gets done. We’ll see what we can do.
Day 2 starts out great, no real bugs, and a ton of added content. I guess I’ll spend the time now to catch everyone up to date on the whole jam.
It started with Orun and I coming to the jam with a few ideas each on Friday around 6. The theme was set to be released at 8pm, and we didn’t want to start before it. We were still looking for an artist on Twitter, and our sound maestro Matt Yzereef was unfortunately a bit under the weather, so we weren’t getting off to the best start.
First day is done and I’m not worried. Always a good sign.
This will be my home for the next few days.