09 September 2017, 23:48 | #181 | |
Pixelglass/Reimagine
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Quote:
Post was also a bit self-trolling () as I openly supported in another thread that -indeed- biggest problem in the scene is the lack of new titles and their level of quality. However that's one thing we are trying to achieve here with AlarCity. And it would be a mistake not to mention that other Amiga titles currently in the making do follow this same pattern. In general I think that threads like "Why is the homebrew scene on the Amiga not as impressive..." do a fine service to motivate people and it's a sign of maturity for the community to engage in this collective effort and discussion. In a sense we are currently in the aftermath of this 'calling', as many teams (new and old) are actively responding, pulling resources and commiting countless workhours to meet expectations. And again, it's not only AlarCity that may be raising the bar. Many other examples come in mind: Bridge Strike, Furtum sacrum, Powerglove, Reshoot-R and Scourge of the underkind are only a couple (there are obviously many more awesome -under development- Amiga games you could add to this list). So, where does that leaves us to? In a transitional phase I might say. It's now the community's turn to respond and show as much support to as many projects as possible. More quality and quantity means more development hours and reaching the end line is an emotional and physical marathon for most teams and developers. So, the least "we" (as public) can do is pop up and give our thumbs up. There are -of course- more "active" ways to support developers (given the team has provided options to the public to do that) but I'll come back to this in a next post. Last edited by Tsak; 09 September 2017 at 23:53. |
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10 September 2017, 09:03 | #182 |
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oh cool. sadly i didn't make it to NZGDC this year, but great to see the interest in the game. i'm looking forward to this.
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10 September 2017, 09:06 | #183 |
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11 September 2017, 09:03 | #184 |
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11 September 2017, 12:00 | #185 |
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I have PreOrderd this game, it looks really fantastic.
Do you know when it will be released? |
12 September 2017, 09:38 | #186 |
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12 September 2017, 11:20 | #187 |
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I'm happy for that. Keep up the good work
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06 October 2017, 00:03 | #188 |
Pixelglass/Reimagine
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An update from us:
Alarcity is going to be playable at 3 continents & events around the globe this month! - At AmigaOn: Ontario - Canada, 7th of October - At the Armageddon Pop Culture Expo: Auckland - New Zealand, 22nd of October. - At Amiga32: Neuss - Germany, 28th of October. Huge thanks to our hosts! Last edited by Tsak; 06 October 2017 at 00:11. |
06 October 2017, 00:21 | #189 |
Banned
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Well done guys; I'm sure people will be very impressed and hopefully that helps sales
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06 October 2017, 07:03 | #190 |
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@Tsak,
May be, you could contact TripleA members. A presentation at Alchimie 12 (the biggest Amiga French meeting) could be done? It's in November (I'll be there) http://www.triplea.fr/blog/ |
06 October 2017, 09:37 | #191 |
Puttymoon inhabitant
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Next weekend there is Bytefest, a retro computers event here in Prague as well ;-)
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06 October 2017, 19:42 | #192 |
Pixelglass/Reimagine
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Sounds awesome, thanx guys! However we're in the dark here. We can only arrange any presentation if there's someone who can take the responsibility of hosting and present our game in person (also means taking care of the booth, machine, print material e.t.c.). If any of you know the teams organising those events and can get us in contact with any individual who'd like to host our game, we'd surely love to!
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07 October 2017, 08:05 | #193 |
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@Tsak,
Could you simply release an HDD demo version? (last I've seen is 0.2) I can use my personnal computer and show Alarcity with WinUAE on a videoprojector (and/or make personnal demonstration for interested people) Alchimie is a 3 days non stop Amiga event with nearly 130 Amigafans [ Show youtube player ] |
07 October 2017, 09:37 | #194 |
Pixelglass/Reimagine
Join Date: Jun 2012
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@Tarzin: Thanks a lot!
Actually today at 'AmigaOn' we're showcasing our work in progress v1.0 (so, more like v0.9). Chances are that by the time of Alchimie the official v1.0 will be out in the open. Nontheless we could keep contact if you like (to give you additional material e.t.c.). If you've got a facebook account or mail pm me |
23 October 2017, 12:34 | #195 |
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Auckland Armageddon Pop Culture Expo
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30 April 2018, 23:46 | #196 |
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It's been a little while since I've posted an update about AlarCity, so here goes.
My focus for the last little while has been a new mode I've internally nicknamed 'AlarTV', which as the name suggests is kind of a SmashTV-riff. Essentially: There's a dungeon with multiple paths through, not all of them are equally balanced (some contain harder rooms, and some contain more treasure), but all of the converging branches rejoin again. The "leveling up" is spaced out so you'll hit the level up at the very end of a more challenging room (rather than 'at random' throughout the mode). And yeah, it won't be "endless" like survival mode but have an end goal to reach. There isn't really anything to show yet because I'm working with stand-in art assets, but it's coming along. The plan is for 'AlarTV' to be the second of three modes, alongside Survival mode and the final Story/Quest mode. |
28 May 2018, 09:49 | #197 |
aka (Cpt)JohnArcher
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Location: Dresden / Germany
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Also really looking for this one.
"AlarTV" sounds quite cool! |
28 May 2018, 09:56 | #198 | |
Puttymoon inhabitant
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Quote:
Really makes sense |
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28 May 2018, 10:36 | #199 | |
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Quote:
Shaping up to be a must have Amiga game, but take your time guys and get it right first time, we dont want any messy patches! |
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29 May 2018, 11:30 | #200 |
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Thanks guys!
Ahem.. no promises, there might be something to see on AmigaBill's stream tomorrow. But if there is, it'll be a showing of AlarTV in it's rough current state. There's currently no indoor tileset for AlarCity (so I'm reusing some of the survival mode art assets as stand-in), but if you've seen Tsak's amazing work on Worthy, you'll have some idea of what AlarTV (and other indoor sections in the game) will eventually look like |
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