I spent hours trying to install Linux on one of my laptops. When I finally got that done I spent hours trying to port The Superfluous to Linux. Then I spent more hours trying to get it correctly uploaded to Steam. It was about 3 am when I was done, but I was done.
The Superfluous is now on Steam and available for Linux!
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Well the title says it all. We are live on Steam.
Check it out at : store.steampowered.com/app/507120/The_Superfluous/ It has been a long road to get here. I've basically reach a personal goal for myself with this game. I've become a professional indie developer? I don't know, maybe. I've been making games for a really long time. Most no one will ever play because they are simply bad. Others because I never finished them. I plan on adding things to the game in the next couple of months. I've already have an idea for my next game. It will be bigger in scope and I think will reach a wider audience. Let's face it, platform games do not appeal to many people. I really am thinking of a way to tie in The Superfluous and my new game lore wise. I think it might be a neat thing to see my games be in the same universe (much like a good sci writer would do). I've mainly been working on some really boring UI and behind the screen optimization stuff the last month or two. I released The Superfluous in Early Access on Steam back on Novemeber 22nd. I had the first 1/3 of the story written and it's biome fully laid out. I worked on the Worm Boss next. I also decided to add these as little enemies through out the first biome. The worm boss (while derivitive) works really well. If you destroy a middle segment you are left with two bosses to fight instead of one. I also decided that the boss worm would destroy the blocks it tunneled through. This goes with the lore that the worms created the many caverns and caves found in the game. This boss also went with a core idea I have: each weapon should have strengths and weaknesses. The laser is the best for the worm because it will penatrate and damage all the sections at once. I found myself relying on the assualt rilfe a lot through out the first biome and I wanted the feeling that different weapons worked better for different situations. Speaking of weapons I also created a flame thrower. It is pretty awesome. Along with some major engine tweaks (the engine I based this game on has been edited so much is it almost unrecognizable) I added a few more options. I created the much requested keyboard rebinding and the RStick on the controller will now shoot. The RStick firing feels a little wierd to me, but some people liked it better. I guess I come from the era of console/controller gaming where using buttons (ABXY) felt normal. Today dual sticks are used for shooters so this generation of gamers are more comfortable using those instead of buttons (I still prefer my mouse and keyboard). It is interesting that FPS games have changed how we use buttons.
I Humble Store page is live!
It is marked coming soon. More on the release date next week.
I've had some down time waiting for other people to approve projects and I was at sort of a dead point where I couldn't work on things until other things happened. So I spent a day or two working with some of the new pixel art I've been animating. I created a game called "The Kings Of Limbo". Check it out below and let me know what you think. Should this be the next game we make?
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AuthorAdam Truncale; Lead Developer of Voided Pixels Game Studio and The Superfluous Archives
June 2017
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