We are proud to announce the second video update for Iktsua. In this update we talk about AI, weather, and the community. Dont forget to get the newest update when it drops in 2 weeks!
In this next update we are really focusing on using the community feedback to make Iktsua better. We have poured over the comments, and watched all of the youtube LPs in an effort to find the best parts of the game, and the parts that people have issues with. So for example, if we see the player floundering with not knowing where to go in a LP, we add in some sort of cue to tell them where to go at that part in the next version. We also worked on optimizing the big room because we had a few people complain about lag.
We also worked a lot on getting the effects on the tundra working. As of now, its extremely hard to tell the biomes apart. We decided to focus on trying to give each biome a distinct feel. to accomplish this we have different objects, enemies, and weather in each one. In this most recent coming update we will be changing the weather in each biome. (Check the video for the actual effects, I think they look awesome!) We are also working on pulling the entire game together with a more unified palette (more on this next month!)
Last but not least (actually its my favorite part) we worked on animal AI. Iktsua carries a very simple hunting system, but we do not think that should limit the fun. Much of the battle is fought before you throw your spear, in sizing up your enemy, approaching from the right angle, and executing your attack perfectly all without freezing. To this end, we are always improving the mob AI. In this update specifically we added randomness in enemy size (which correlates to their strength and reward for killing) and more group AI in wolves and yaks.
I hope you watch the video and give it a try!
P.S. Here are some screens of the newest version!!
We were recently approached by sketchfab.com, and asked to upload some of our models. Sketchfab is great site that allows you to upload models, and then allows users to view them in 3D space. This is super cool, and we expect to upload a ton of our models to show in future devlog posts. For now, I leave you with our first test upload: the main character.
This character completely modeled, textured, rigged, and animated in about a week for a game jam. We are in the process of giving him a makeover
Hello Again Everyone
I just wanted to announce the first of our monthly updates. Our goal is to have a video update showing what we are working on, followed by a demo 2 weeks later of the new features. Sound good? Cool. The first video touches on:
Let us know what you think! The demo will be coming around Sep 15th!
Things started to look better (to my programmer’s eye), but I noticed something while walking through the trees, they were all sort of uniformly spaced and sized. The random was too random, you could tell what I was doing. You can see that the trees are all close in size and spaced evenly apart:
I tried to think about how trees actually worked, and I have no idea if I am right, but I thought maybe the larger trees could have some smaller trees clumped near their base. Perhaps the larger tree dropped some seeds and the saplings grew up near it? Anyway, I tried making the tallest trees have a couple of smaller trees clumped around their base, the result looks a lot more organic to me:
And the final result in game:
Let us know what you think about anything (the models, the colors, the programming, the biome logic)! I would be especially interested in your ideas about how to make the forests look realistic and interesting while still randomly generating them.
As always, any support you can offer (either monetary or by simply playing our game) is greatly appreciated!
Hello everyone! I just wanted to do a quick update for #screenshotsaturday! It features the giant walrus that I have been using to test with.
I have been focusing on the walrus in Iktsua this week. It used to be the yak AI, with some slightly tweaked values but now it is its own (much better) thing! I have also put in all the walrus sounds that our sound designer, Widzy has provided us, and they sound great! Expect a new alpha sometime in the next 2-3 days with the upgraded enemy as well as a couple other features.
Short and Sweet! See you guys later!
Bloom is a collecting adventure game with several different environments and an array of colorful characters. Play as James, a boy who has a way with plants. James and Jasmine act as the guardians of the vast world of Arlon. When Jasmine is kidnapped by Salty, the king of the foxes, James sets out to save her. You will need to work together with a beauty queen elephant, a lazy mole, and a completely insane mayor to save Jasmin, all while traveling through, discovering, and helping various plants bloom.
As you may or may not know, Iktsua was created for a competition (with the top prize being Unity Pro). This week the voting ended and Iktsua won!
Help Iktsua get finished! (dont worry we dont need your money)
I just wanted to do a quick news post about what is happening with Iktsua. We have been hard at work taking care of all of the bugs and balancing issues in the first alpha. Last night we released the 3rd alpha, which has a lot of the issues fixed.
We have also entered Iktsua in a little contest at 64digits. It would mean the world to us if you would go vote for it (or your other favorite game) (You must register first). If we won the competition we would win Unity pro, which would allow us to really make Iktsua shine with better visuals, feel, programming, and maybe even online play.
That being said we plan to add the following features in the future:
- A husky dog for you to hunt with
- A dogsled
- More bosses
- More environments and biomes
- A falcon (maybe? let us know)
- A completely upgraded and redone story that spans multiple lifetimes of your character
- Visual improvements
Thanks for all your support! I am really excited to make this game!
From everyone here at the Accord, we hope you and your family had a wonderful and safe holiday season. We have so much planned for this year and are wasting no time jumping right to work! Last year was a success with the release of Elette and having it in C’T Magazine.
Here is to 2014 and to celebrate, below is a piece of concept art of Hermielle designed by Jer Taylor.
We are proud to present Elette v2.0! After our soft release we got a lot of good feedback from game-jolters and other playtesters. They unanimously loved the graphics, but were underwhelmed by the gameplay. In this version we have revamped the gameplay to include 5 different kinds of arrows, and 2 new kinds of zombies. You must be careful to manage your arrows and to shoot the correct arrow at the different kinds of zombies.This should be very close to the full and final game, let us know what you think!
Added in Stamina and extra HUD Elements for it
Added a tutorial
Tweaked difficulty (especially on first level)
Added in armored zombies
Sound effects for arrows
Arrow effect when colliding
External sound loading
Fading in and out of levels
Sped up levels if you are doing too good for them
Removed Bomb power up
Fixed musical glitch when losing the final leves
Added more wolves going in both directions to the balcony level
Added in damage effect
Changed story screen
Changed lose screen
Fixed depth glitch of clouds
Removed piano song
Added heart effect in last level
Fixed glitch where falling zombies give a lot of points
Esc key goes to menu
You can download Elette from the Games page.