Re:creation dev log. January-February 2016. Better art, sounds, cutscenes and more!

Just a short info for those who have never heard about my game.
Hello, my name is Elias Daler and I’m a solo developer who is making Re:creation in my free time. It’s done in C++ with SFML and Lua!

Re:creation is an action adventure game about the undead knight who wants to free undeads from the humans who use undeads as slaves or practice dummies. The unique mechanic of the game is called recreation which allows you to control dead people with your ghost gaining their abilities to solve various puzzles. Here’s an example of this puzzle.

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Read more about the game here.

 

Back to the dev log…

Two months have passed since the last dev log. I had lots of time to work on the game and here’s what I’ve  managed to work on.

Better art

Yet again, another graphics improvements! Change of the perspective was quite an improvement, but I’ve also realized that I can improve other stuff too.

There’s more depth to characters and surroundings, the colors are used better, etc.
There are more graphics improvements which I’ve done recently (for example, I’ve improved main hero’s sprite a lot), but I’ll show it off a bit later.

Here are some comparison screenshots!
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There are also subtle things that made game look better!
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Re:creation dev log. 2015. The most productive year yet.

It’s time to summarize what I’ve done during this year with Re:creation. It has been very good year, I’ve managed to do and learn lots of stuff.

Before I write about the stuff I’ve done I want to thank everyone who followed my progress and provided feedback. This stuff is really important for me and always keeps me motivated. With your support I never feel doubt about my game, I never want to stop making it. Thank you.

Special thanks to SFML community. It turned my dev log thread into a very cool discussion and helped me out with lots of stuff. This level of support is much more than I’ve ever expected and it’s very heartwarming.

I’ll show the most interesting stuff I’ve done and then explain some in more detail.
Some screenshots are taken at different parts of the year, so they may differ a lot!

Some gameplay gifs to get you started:



This one is my favorite gif so far. It really shows a lot of stuff I’ve made this year.

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Re:creation dev log. June – October 2015. I’ve made lots of stuff.

Almost five months passed since the last dev log on this blog.
Why? That’s because I created SFML forums thread and TIGSource thread and wrote most of the stuff about the game here! But I’ve realized that a monthly summary about what’s going on would be pretty helpful for those who don’t want to read long threads and search the most awesome stuff that’s been happening. Another plus is that I don’t have to write lots of in-depth style here. I will write in-depth stuff in SFML forums and TIGSource threads and link to those posts here, so you don’t have to scroll through stuff that you don’t want to read lots about.

Here’s the best screenshot I can show you at the moment to show where the things are right now.

Okay, let’s start.

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Re:creation dev log. March 2015. Graphics improvements, entity inheritance, improved state machines and more!

This month was great. I finally got in the flow of development and managed to get lots of things done. I worked hard to make game look better and here’s the result. Compare old screens with new screens:

October 2014

 

March 2015

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Re:creation dev log. November 2014. Core game mechanic explained and more.

Re:creation info/press kit | Previous dev log

 

I did a lot of stuff this month and I’ll start with the most important thing.
I’m ready to present the core game mechanic in the game!

Recreation

I call this mechanic “recreation“. Here’s how it works.

First, you kill someone

Then you can become a ghost and travel around the screen without taking any damage and colliding with anything

You can’t get too far away from your body though!

When you are in the ghost form you can become the enemy you just killed

It gets revived in the zombie form. You don’t have many health in this form so you can’t complete an entire level like that, you’re most likely to die. When you die, you return to your original body.

This mechanic is used to solve puzzles and progress forward. Each enemy will have unique skills which will help you on your way.
Here’s an example of solving a simple puzzle.

I have some other puzzles but I can’t show them right now because they need to be polished! I also don’t want to spoil too much for people who read my dev logs.
There are lots of puzzles which can be invented with this mechanic and I’m really excited to work on puzzles involved it!

And now I’ll tell you about other things I’ve done

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Here’s what I did this summer.

As I’m writing this the last day of the summer is approaching its end. It’s been an awesome study break. It lasted for two months and a lot of things were done in this period.

I see a lot of people who are disappointed in their summer. I’m not disappointed at all. I think I’ve accomplished some great things and while I didn’t reach some of the goals I’ve set, I’ll still work on them. My goals were not very specific (I found it very useful to set not very specific goals as I end enjoying my free time more): read some stuff, develop my game, write some blog posts and spend time with my family and SO. And I did it all. And it was great.

To be fair, I’m a little tired of this study break. I’m glad that I’ll have to study again. Hope this motivation won’t go away too soon. And now I’ll talk in detail about the things I did.

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