Wednesday 31 August 2016

Dev Log #21 - Tech Demo v0.9.2 Release

Hello Everyone!

As promised, here's the tech demo of NiTL(64-bit Windows) and here's 32-bit version.

If you have a slow machine, use this build which has no Crawler Type enemies (they're a huge performance hit, I'm working on fixing it ASAP).

Just a couple important notes though first;

1.
Due to time constraints this is not the fully finished version. There are some slight bugs I need to fix and some polish I need to add that I wasn't able to because I've been really busy with some non-development related things. What's available in the demo however is all fully working, there are just minor elements missing.

2.
This is a tech demo, meant to showcase the mechanics and technical aspects of the in-development game, NiTL, as such there is art and audio that is not finished, or absent, or simply present as a placeholder.


I hope everyone enjoys the demo, if you have any feedback or bugs to report, please leave a comment or send a message. This demo is not a one-off, so I will be posting updates to it as time goes on.

Thank you for following us!

Thursday 25 August 2016

Dev Log #20

Hello Everyone!

Work on the demo is going great as the deadline (31st of this month) approaches.

I've finished laying out all the rooms, enemies, items, and such and now comes the testing to see what works and what I need to change in terms of

At the same time, Bryan is working on the sound effects for the demo.

Here's a new gif showing the ability to jump while in morph mode.

Use the morph mode and it's jump ability to navigate passages.

Sunday 21 August 2016

Dev Log #19

Hello everyone,

As work on the demo continues I'd like to share some more previews of the game and demo coming at the end of the month.

Player firing missiles

Enter Morph Mode to place bombs

More updates to come, only 10 days left until the demo is released!

Saturday 20 August 2016

Dev Log #18

Hello everyone,

The demo of NiTL is due soon! This is a technical demo, so there's no story elements to it and with it no spoilers. With eleven (11) days left until the demo release day, we're all doing our best to polish the demo.

There have been numerous bug fixes, art additions, backend enhancements and control updates.

For anyone interested, here are the broad strokes of the bug fixes and changes:
- Crawler enemy type added, finished, and polished
- Runak enemy updated for slopes and small spaces
- Wallask enemy freezing while detecting player after attacking fixed
- Player extremely slowly sliding down slopes while idle fixed
- Missile and Bomb explosion animation speed doubled
- Player plays the idle animation instead of the run animation while directly in front of a wall
- Controller button input updated, now accepts both joystick and D-pad for movement.
- Hive Mine enemy finished
- Ripper enemy finished

Any many other things.

With the demo coming soon, I thought I'd share a little tease of how the game currently looks, I hope you enjoy the preview:


Thursday 11 August 2016

Dev Log #17

Hello everyone!
So there's some updates as per usual.

I updated the back-end of the engine, altering the way that scenes/rooms are dynamically added. So now it's a lot smoother and optimized.

Aside from that, NiTL got it's second donation! 10 Dollars. Thank you very much, Mister Donator, every dollar counts and those 10 dollars will without a doubt help us out. In case that sounds like sarcasm, it isn't. 10 dollars pays for a 16x16 tile or a couple smaller sprites, not to mention a huge morale boost for everyone working on NiTL as we then know that people not only follow us but want us to succeed.

NiTL's composer, Bryan, just got back home so we're going to be working full steam ahead to make the demo as best as possible for it's release date of the 31st of this month (August).

I'd like to once again thank all our fans for all their support, it means a great deal to us all.

Screenshot from the upcoming public demo

Friday 5 August 2016

Dev Log 16# - Public Demo Update

Hello everyone!

Work is being done to create a public demo for everyone to try out!
So far it's going well.

Estimated release date for the demo should be the 31st of this month (31-08-2016), if everything goes smoothly.

We've got good art, some tough enemies, and some cool abilities for you to play around in this demo.

Updates:

-New enemy: Hive Mine
-Runak AI bug relating to slopes patched
-Updated Missile & Bomb explosion animations
-Updated Shield Bar HUD graphic
-Pipe Graphic added (for Hive Mine and Flyer enemies)
-Updated Player Crouch graphics
-Fixed damage knock-back graphical bug relating to morph mode