Vulture Strike (demo and Greenlight)
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- Cristian_CL
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- Posts: 6
- Joined: Tue Apr 18, 2017 11:53 pm
Vulture Strike (demo and Greenlight)
Hello.
We have just released the first public demo for Vulture Strike, our weird parallel timelines horizontal shoot 'em up:
It is a traditional horizontal shmup with a somewhat unique mechanic: you can go from one timeline to the other by pressing a button and opening a Wormhole (similar to the polarity switch in Ikaruga), which means you can approach the levels in an infinite amount of different ways.
Greetings and good luck to everyone.
We have just released the first public demo for Vulture Strike, our weird parallel timelines horizontal shoot 'em up:
It is a traditional horizontal shmup with a somewhat unique mechanic: you can go from one timeline to the other by pressing a button and opening a Wormhole (similar to the polarity switch in Ikaruga), which means you can approach the levels in an infinite amount of different ways.
Greetings and good luck to everyone.
Last edited by Cristian_CL on Wed Jun 14, 2017 9:57 pm, edited 2 times in total.
Re: Vulture Strike (demo and Greenlight)
This game looks great. Adding the YouTube video so you'll get more downloads:
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- Cristian_CL
-
- Posts: 6
- Joined: Tue Apr 18, 2017 11:53 pm
Re: Vulture Strike (demo and Greenlight)
Thank you!
By the way, we just got greenlit!
By the way, we just got greenlit!
- Cristian_CL
-
- Posts: 6
- Joined: Tue Apr 18, 2017 11:53 pm
Re: Vulture Strike (demo and Greenlight)
Hello.
The Steam page for the game is now available and the newest version of the demo can be downloaded through the Steam client (for Windows, macOS and Linux):
There are several improvements on this new demo (0.92):
- Most enemies now have muzzle flash effects when they shoot. This was needed to help players re-direct their sight to where bullets are coming from. The effect is just flashy enough to help players see which enemies are shooting and in which direction; hopefully not so much that it becomes distracting.
- Different spark effects have had their colors changed to make them more differentiable: player bullets, which are blue, now generate blue sparks and flashes when they hit enemies; however, sparks coming from exploding enemies are still orange, and muzzle effects from enemies are orange/ white-ish. Player bullets on-hit sparks had to be made blue to clearly differentiate them from enemy bullets or muzzle effects; before this change, these effects sometimes looked like enemy fire on peripheral vision because they were of similar colors to enemy fire.
- Many balance tweaks to the levels themselves, trying to reduce dead air to the minimum; also, level 1 on very hard has been made harder than before, it was too extremely easy compared to what comes next in the very hard difficulty.
- Slightly improved lighting and environments: now the destroyed version of stage 3 looks more devastated than before and more different from the not-destroyed version (similar to the change made before on stage 1).
- Added an option in the graphic settings to enable real-time shadows for the environments; still constant 60FPS at 1080 with all settings maxed on the recommended hardware.
Also there is a new trailer where some of said changes can be seen:
Greetings.
The Steam page for the game is now available and the newest version of the demo can be downloaded through the Steam client (for Windows, macOS and Linux):
There are several improvements on this new demo (0.92):
- Most enemies now have muzzle flash effects when they shoot. This was needed to help players re-direct their sight to where bullets are coming from. The effect is just flashy enough to help players see which enemies are shooting and in which direction; hopefully not so much that it becomes distracting.
- Different spark effects have had their colors changed to make them more differentiable: player bullets, which are blue, now generate blue sparks and flashes when they hit enemies; however, sparks coming from exploding enemies are still orange, and muzzle effects from enemies are orange/ white-ish. Player bullets on-hit sparks had to be made blue to clearly differentiate them from enemy bullets or muzzle effects; before this change, these effects sometimes looked like enemy fire on peripheral vision because they were of similar colors to enemy fire.
- Many balance tweaks to the levels themselves, trying to reduce dead air to the minimum; also, level 1 on very hard has been made harder than before, it was too extremely easy compared to what comes next in the very hard difficulty.
- Slightly improved lighting and environments: now the destroyed version of stage 3 looks more devastated than before and more different from the not-destroyed version (similar to the change made before on stage 1).
- Added an option in the graphic settings to enable real-time shadows for the environments; still constant 60FPS at 1080 with all settings maxed on the recommended hardware.
Also there is a new trailer where some of said changes can be seen:
Greetings.
- Cristian_CL
-
- Posts: 6
- Joined: Tue Apr 18, 2017 11:53 pm
Re: Vulture Strike (demo and Greenlight)
Good day.
Today we updated the Steam demo to fix a small bug, and also improved some things in the levels and changed the look of the Wormhole.
Now the "border" between the timelines is covered by this cleaner effect.
I hope you consider trying the demo!
Today we updated the Steam demo to fix a small bug, and also improved some things in the levels and changed the look of the Wormhole.
Now the "border" between the timelines is covered by this cleaner effect.
I hope you consider trying the demo!
- Cristian_CL
-
- Posts: 6
- Joined: Tue Apr 18, 2017 11:53 pm
Re: Vulture Strike (demo and Greenlight)
We are finally ready for release! available on steam on 2017.12.19 for Windows, Linux and macOS; there's also a free demo to try before buying it. Greetings.
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