Orbit Technologies DevGamm Update!
What's new?
VERY LITTLE!
BUT IT DOES HAVE NEW STUFF, THOUGH!
- NEW MECHANICS
- Wall Boost, turning Aaron's wall jump limit into a tool the player can use to beat the levels;
- Stop objects mid air by pressing the scroll wheel;
- Many levels were reworked for a new and fresh experience;
- NEW VISUALS
- God-Rays that interact with the game elements;
- Better visual feedback for game mechanics;
- Many sprites remade for consistency;
- HUD elements were reduced as much as possible, and can be triggered on or off in the pause menu;
- NEW LORE
- All lines were rewritten to be in line with the current lore;
- (Still nothing final. I suck at writting dialogue);
7 Months just for that? Where have you been?
Many of the game's systems have recieved an overhaul, being coded from scratch in some cases:
- The Physics System,
- The Dialogue,
- The Pause Menu,
- The Gravity Bending,
For the user experience the changes might be minor, but for the developer (me), these systems are way, way easier to work with.
They took very long to redo, but now that they are done, and I've learned, it's gonna be much easier to add more stuff on top of it.
I've also started working on the next area of the game. Enemies, boxes on rails, breakable walls, gravity inverting and modifying lasers, and much more is currently implemented. I can't wait to make new levels with those.
But to be completely honest, I did slack off a bit. College also exists so that doesn't help much. Had an internship too, so yeah.
I really want to finish this game, so do know that until I say I'm done, it IS being worked on.
What's DevGamm?
Now here's the fun part.
Orbit Technologies has been selected to be showed off at DevGamm, a video game conference happening next week in Lisbon. A lot of people are going to be there, from other developers to publishers, so I am ecstatic for the opportunity. It's also what got me off my ass and made me complete everything (well, most of it) I was working on.
I'm posting this version here now to gather feedback: fix bugs, change levels, tweek the physics system for the 304332034th fucking time (please end me), all that stuff. So, please, if you have the time, do give the game another shot. If you already liked it, then you'll like it much more now.
Is the game paid now?
Nope, not at all. You can choose not to pay anything when downloading the game.
I just ticked on that option for those who wish to help me a little bit more. Going to Lisbon is going to cost, and I also need money to invest in music for the game, and other stuff I can't do on my own.
So, if you're able to and feel like it, please do donate what you can. Not necessary though, but would be much appreciated.
What's next for Orbit?
Well, implementing back the portraits for characters to be honest.
For real, though. I still have some code polishing to do, but the next update I'll make will be the next area. The whole thing. So do get hyped for that. After that? I'm not sure.
I want to try and get a publishing deal so I have the funding to continue this after college, but that's already a big if.
What I'm sure about though, is that I'm working on this until I'm happy with it. Hopefully some of you will stick around aswell.
Files
Get Orbit Technologies
Orbit Technologies
A Gravity Based Puzzle Platformer inspired by the Portal series.
Status | In development |
Author | Toffs |
Genre | Platformer, Puzzle |
Tags | Atmospheric, GameMaker, Gravity, orbit, Sci-fi, Short |
Languages | English |
Leave a comment
Log in with itch.io to leave a comment.