Howdy! I've been working on Baseless for a very long time, and it's way past due that I get the Steam page up for you to wishlist. Here ya go!
Please wishlist and share with your buddies!
Help me get to 10,000 wishlists!
Cheers,
Andrew
Howdy! I've been working on Baseless for a very long time, and it's way past due that I get the Steam page up for you to wishlist. Here ya go!
Please wishlist and share with your buddies!
Help me get to 10,000 wishlists!
Cheers,
Andrew
As Baseless comes further along in development, I think making a trailer was a long time coming. I’m super proud of what I put together. Check it out below!
Also updated the Baseless game page here on the site with some shiny new screenshots and gifs. :)
More big news soon, stay tuned!
<3 Fermenter
Hey again!
I've just released an update for Baseless today! If you’re signed up for the alpha test, give it a try and let me know what you think! If you’re not signed up… sign up here!
Patch notes - v 0.1911.24.1 update (11/24/19):
// Two new weapons (pulser and barrage)
// A boss fight at the end of zone 1 (1-3). More to come.
// Parry! (activate bubble on projectile/enemies/props)
// HUD enhancements, clarity around weapons/ammo
// Crashing bug fix (no longer dividing by zero...)
// And a bunch of other balance things and tiny tweaks behind the scenes.
I know it's been a while, and sorry for going quiet. I had to do some non-game “real” work to pay the bills for a while. Boring!
I'm at the point in development now where I need to decide if this linear session gameplay structure works for the game, or if I should chunk out the zones into separate distinct areas. Think Nuclear Throne vs Hyper Light Drifter. What do you think? If you have thoughts regarding this, let me know, I'm struggling!
Once I have this figured out, I'm also going to begin pitching to various publishers. If you've got any connections, please hit me up! :)
Oh! And here’s a few new gifs to make this post a bit prettier:
Okay, that's all for now. Cheers, and have fun!
<3 Andrew
Cheers,
Andrew
Okay, this is it: I'm really working on Baseless again! After an almost 4 year hiatus, I'm back at it.
Throughout the past few years, Baseless has been growing in the back of my mind, FERMENTING. During this time, its scope has become quite a bit bigger than my previous games. It has always been on my mind, but I never fully committed to it until now. Since releasing my previous games, I finally feel I have what it takes to bring my vision of this game to fruition. I’m really looking forward to what it will become.
There is still a lot of work left to do on this game, but I’m loving how it’s coming together so far, and I think it has a huge potential.
I'll be posting more "Dev Log" updates soon, full of juicy gif content and groovy new features. Be sure you're following my Twitter here for the latest content, and subscribe to the Baseless newsletter below to get updates on the coolest happenings.
More to come. Soon!
Cheers,
Andrew
Things:
// TwitchTV! http://www.twitch.tv/aceypoo92/
// Flamethrower powerup!
// Stuff stays on fire and can cause chain reaction fire spreading. Neat!
// x2 bonus if you kill two enemies at the same time!
// Secretly planning Greenlight and KickStarter campaigns! (I'd love any advice. :p)
It's been a whole week without sharing any pretty gifs? How rude of me... I've gotta make a few more, but here's one to hold you over until then. I'm working on some more enemy type variations. This guy sucks.
Another quick update:
I've been playing around with a bunch of power up ideas, like the wrecking ball gif from earlier. Below is another possibility; a little robot ally turret guy.
These powerups would only last a short amount of time, but they can make a huge difference in how you play for that short amount of time. Furthermore, these are stackable, so you can for instance get the rapid fire powerup WITH the multishot powerup and be a powerhouse for a brief time. Some pretty interesting combos happen.
I'm pretty happy with how things are coming along lately. Wish me luck with the rest!
Working on some sweet powerups and special weapons. Here's the funnest one so far, inspired by the great Miley Cyrus:
Some behind-the-scenes stuff is happening too, and my game is starting to feel like a game. They grow up so fast! <3
Long time no update! Lots of work being done, but it's not necessarily pretty/shareable. See?
Trying to figure out what the gui/hud should look like, and, more importantly, the general gameplay objective/flow. Trying a bunch of ideas and seeing what sticks. Getting closer! I've felt stuck for quite a while now, but I AM GETTING CLOSER. Wish me luck, and gimme all the ideas, plz.
Yoooo, after getting some feedback, i went from these options:
to this combo win/win.
Hi Touchers! Carter Dotson of TouchArcade kindly wrote an article for Baseless today! According to my web stats, that's probably why you're here. Welcome to my website, thanks for coming, and thanks to Carter for helping a little dev spread the word.
Well, since you're here, I suppose I might as well show off this new enemy concept:
The view is a bit zoomed out, but I think you can get the gist. A big ol' slow-flying electricity shooting baddie! I'm not sure how I feel about the actual enemy ship sprite. The electricity aesthetic was an accident I stumbled into, but I really like it. It's that low-poly geometry that's totally in style right now.
Anyways, that's all for now. I'm off to get back at dev'ing. Wish me luck!
Still pondering the gameplay, so I might as well make things look good while I'm pondering.
These little guys are are just being too cute. (And sometimes they even hop from planet to planet. <3)
Also changed some things up with the larger enemy turrets. pointy! Here's a close up in which you can see the tip get brighter when it's charged, and the particles and recoil when it shoots. Inspired by the big enemy tank things from Halo.
Here's another gif showing some action-movie quality moves as I jump and slide across the barrel of the big turret. Also you can see here, that I've made the enemy flying jet things a little more lively by making the wings come in if they're going fast.
Still a little clunky as of now, but hey, it's on it's way! Would it help to know what's going on if I added a subtle mouse cursor or something in these gifs?
Last thing, and it's pretty important I think. The demo I have up (http://fermenter.itch.io/baseless) has been downloaded over 200 times, and that's sweet, but I've made so much progress since then, and it's a ton better because of that. I'm not sure what I should do about the current demo. I don't want people to play it and think that the final version will be much like it. I feel like it's probably doing more harm than good at this point. At the time I needed the feedback, and I'm super glad I put it up, but I'm thinking I should probably take it down now. What do you guys and gals think?
Thanks for all the encouragement during this development. It's really been awesome so far. Also, I'm always open to suggestions so keep em coming!
giph jif gifs:
An eyeball?
Recoil animation on the enemy turrets.
And hey, I've got a question! What do you think about this for the gameplay objective/rules?
Let me know if that makes sense, and if it does, would you like it? I'd love any feedback/questions.
Shotgun, stars, and shiny stuff.
I guess it's hard to see the stars in this gif... :(
Also, I've got it looking rad on multiple screensizes. Check it out on the iPad below. My current process is to develop for the smallest screensize first (iPhone 5 in my case, 1136px x 640px) and once I've got it looking good small I then work on responsiveness and scaling things up.
Also, I've got some sweet ambient beats in the mix. It's tough to find the right musical sound for this game, but this'll do for now.
And most importantly, I think I've got a direction to go for the actual objective of the game, and I'll be posting about that shortly.
First off, shout out to Christian of Indie Game Enthusiast. Check out some insightful reviews here: http://indiegameenthusiast.blogspot.com/
I've been working on some promotional aesthetics and practical icon and menu stuff, and I think I'm pretty happy with how things are looking. Check it out!
More game-y stuff soon!
It's encouraging when you can't stop play-testing cause you're having too much fun. My "real" job has been keeping me painfully busy, but here's a few new gifs since last time:
Small snakeworms. Gotta figure out how to keep em from glitching out like this.
A for-testing-only planet creation system.
And here's a last one just for fun. I find myself trying to do this orbiting thing all the time when testing. Physics maaaaaaaan.
Also, I got another monitor at home for game dev'in'. All da monitors.
This past week, I went to Colorado with the in-laws, and had a really refreshing time. Non-#gamedev work has been incredibly draining lately, so this vacation was a blessing. Mountains, rivers, chilliness, and many other non-Texas stuff. I know it was vacation, but I love to work on my games, so quite a few times I opened up the laptop and made a few additions to Baseless. Here you go:
Prettier galaxy birth.
Ability to have multiple snake worms in existence. Looks gross/beautiful
And lastly, planet-defending turrets and fighter jets.
Baseless is starting to take shape, and I'm really liking the look of it so far.
Adding additional additions to Baseless before my colorado vacation. Bye!
I just found something pretty spooky while developing:
I'm still not sure exactly what direction I want to go with the actual gameplay, sooooooo more misc pre-polish, randomly-generated space/planets (lol #nomanssky) and TREES!
Decided I wanted to challenge myself again, so planet jumping with relative gravity and a rotating view. It's quite fun! But it might be too freaky. We'll see!
More gunzzz.
Instead of sticking with those stacked-paper things for the enemies, I wanted to push myself away from the David-y look, so I put together this sky-snake-dragon thing. My wife loves it. :D As you can see, it definitely stole some code from the scarf.
Sometimes it death-spirals, and its terrifying and funny and a bit beautiful i think.
I'm a nerd and had watched Attack On Titan, recently, and was really influenced by both the high-flying/jetpacky combat AND the character design of the kid Mikasa. That SCARF yo.
So here's a combination of those things:
I really like how the scarf turned out. I think it adds a lot of playfulness to the all the movement.
Also, at this point, I was going for a stacked/folding-paper look with the enemies and environment, but I think I'm not going that direction anymore.
ALSO, super grenade rocket boom guy.
After some fiddling, I decided on a vague visual direction. Fantasy space with a fairly well defined color scheme. Looks like some sort of fall sunset, and I love it.
A new project is born and revealed to the public. I'm deciding to be more publicly open and show-n-tell-y during the development of this project, and I decided that for a few reasons.
The project was originally titled "Hitter" and I started out with something really similar to Planet Punch. But it felt too similar to David. So GUNS INSTEAD. Here's a screenshot of a bunch of debuggy numbers that told me the speed of each bullet. Kinda silly, but helpful at the time!