#idosra — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #idosra, aggregated by home.social.
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Idosra: The Electric Renaissance got an update! We're now on Version 1.2.1... also, we have some news about our sequel!
https://store.steampowered.com/news/app/2808350/view/518615049848226737
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Since I will be developing the sequel to "Idosra: The Electric Renaissance" in Godot, I decided to also port the aforementioned game to the new engine (2.0 version).
I've been hard at work for the past two weeks. Two weeks into Godot, I can now read and parse all of "The Electric Renaissance"'s tilemap, level data, and graphics resource files, build level geometry, and tile collisions.
I also got a new feature working: dynamic lighting!
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Idosra: The Electric Renaissance is participating in the Steam Winter Sale!
You can still grab the demo for free (1-2 hours gameplay) and upgrade to the full version for 25% off through January 5!
https://store.steampowered.com/app/2808350/Idosra_The_Electric_Renaissance/
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Season's Greetings from the Cast of Idosra: The Electric Renaissance!
We have a special holiday-themed demo out... a nod to the DOS game era of holiday themed demos (like Jetpack, Jazz Jackrabbit, etc.)
You can check it out as a selectable option from the free demo on Steam!
https://store.steampowered.com/app/2808350/Idosra_The_Electric_Renaissance/
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I updated the end-level illustration for one of my favorite levels, "Water Ruins". This is the in-game 432x240 version of the illustration.
"Water Ruins" is the level that ends up in a lot of the public-facing screenshots, such as on the Steam store page. It's a mid-game level, notable for introducing the player to Mana.
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I revisited this illustration I did a couple of weeks ago. Normally I keep the backgrounds simple, because in-game they get squeezed down to 432x240 pixel. This turned out to be a favorite, though. It just says "action platformer".
The illustration shows after the Gas Plant level, so I added pipes and chemical storage tanks to the background. I gave it a color scheme and vibe similar to the actual level it's based on.
Illustrated with #krita
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Happy Groundhog Day!
When the groundhog sees its shadow, it's six more weeks of programming.
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I recently updated my graphics tablet, so I decided to go ahead and try using Krita instead of GIMP for digital art.
So far Krita is growing on me. I recently discovered the perspective tool.
This is my first illustration for Idosra that I completed using Krita, with GIMP for some final touches.
Marika is making her final escape from the gas plant (Level 5-1).
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Marika contemplates new technologies.
I've been working on cutscene illustrations for Idosra: The Electric Renaissance for the past couple months.
I've illustrated over a dozen by now, which has been good practice and experience.
I decided to push myself a bit further with more complex poses and lighting than previous illustrations. I like how this one came out.
I usually remove the text before sharing (spoilers), but I left it this time.
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I registered http://idosra.com and (finally) made a webpage for the game.
Any time someone has asked about it, I've been giving the link to the Steam page. Having a proper website would be better as a hub for the game, though. I can group all my social media links, etc. to it.
Plus, it gives me a place to put some extra art and other bits that don't really belong on Steam. I've been drawing a lot of graphic novel-style art for cutscenes, etc.
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When you're Level 80 and go back to a Level 5 area...
I wanted to test some code that automatically captured screenshots, so I added a feature that plays a recap of Marika's victories if you complete a level with an S or P rank.
This was just a test feature, but I kinda want to keep it now. I think the victory pose wallpaper and 80s montage music adds the right amount of whimsy to counter the darker tones of the game's story.
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I made an "ad" for Idosra: The Electric Renaissance. I also made a website for the game, something I've neglected for far too long (before I always just sent people to the Steam page).
The goal was to make something that would look like the back of a "big box" physical PC game release.
(Updated to correct typo)
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Getting to the last major 'todo' on my list for #Idosra -- Cutscene panels for level clears and key points in the story.
Here's Karada, the bully, and Marika, the protagonist. They're the two most dynamic characters.
Then there's one of my favorites--Marika defeating the second spider boss, a late-game foe.
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Hit a milestone in development of Idosra: All 72 levels are now complete!
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Updating the second-chapter levels of Idosra with new decorations. Here is area 6-2 (Underground Lab) with some chemistry decorations and greenery.
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Secret room with a special artifact!
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Adding a journal system for Idosra to add objectives and rewards, and also guidance for new players so they know where to go.
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Sprucing up my town rooms with some new decorations.
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Testing the new chemistry decoration tiles in the lab level.
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Steam page for Idosra is up!
Still working on it, but I took everyone's advice and got Steam page up as early as I could.
https://store.steampowered.com/app/2808350/Idosra_The_Electric_Renaissance/
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Here is one of the last boss encounters in Idosra (but not the final boss).
If you've done all the side quests leading up to this point, Marika will have so much mana that she can effectively fly using the airjump skill. Getting all the recovery and defense skills means she can also absorb hits like a tank. The level still has a few curve balls to throw at the player, though!
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The "Mana Gym" was fun to make, even if it wasn't the best use of my gamedev time.
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Revisiting an old level... the cliff ascension is one of the first the player will encounter. I originally made it to give new players a chance to practice climbing ledges, but I've now gone back and used it to build the player character's backstory up a bit.
The dialog sequence that unlocks this level isn't shown, but you can probably guess how it goes.
@musicvsartstuff made the perfect background music for this kind of level.
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Finished another level for #idosra.
This short level was fun to make. It has a simple premise: escape the rising waste water!
If the player has mastered using the "Mana Jump" ability, then they can collect all of the EXP orbs (white diamonds) and hearts. Marika will not find the waste water at all agreeable, so think fast about whether or not to go for the pickups!
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A few scenes from #Idosra level 59: "The Pit". This is a very short level that presents one challenge--navigate a deep pit with spikes. There's a nice prize at the end if you can avoid getting poked.
#leveldesign #indiedev #gamedev
Captions:
1. Top of the pit, looking down
2. Here we go!
3. Nearing the bottom... cool!
4. The prize: the Mana Cloak trinket. When clutched, Marika will be hidden from detection by enemy NPCs. This will be an invaluable tool to get around high level areas. -
Entrance to #Idosra level 57! It is another secret side quest level that branches off of a main level. It's tough to find, but there will be an NPC you can talk to that will give you a hint on how to find it.
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I finished Level 56 of #Idosra, "Abandoned Library". This late-game level is part of an optional side quest, but it rewards one of the best skills in the game, along with about 1.3 million EXP.
To put that in perspective, the entire first chapter levels combined contain only 200k EXP, so this will feel like a huge gain.
The skill it contains changes how mana works. If the player isn't ready to end the game, inaccessible parts of old levels can now be explored.