Jul 072014
 

 

The time has come to get into what Adventrix is all about.

But first, let’s see some new catchy art by Cecilia.

I proudly present you our game logo!

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Now, it’s time to talk gameplay.

Adventrix could be described with just two words: “Adventure Tetris”. Yeah, that’s why this game is called Adventrix, who would have guessed?

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 Posted by at 5:20 pm
Jul 032014
 

Of course I broke my promise. It’s been two weeks since the last update. My bad. I’ll share some good OST with you in order to make amend.

On Tuesday we attended New Game Designer 2014. Thing is, whenever I have to attend an event like this I just become so immersed into coding that the outside world just ceases to exist. You know, I had to make sure that the game was fun to play and as bug free as possible. That’s not an easy task for a game that is still in development. Luca, Cecilia and I worked really hard for this event, and it was worth it!

A lot of people enjoyed the game and we had a blast watching the reaction of the players while testing Adventrix. We collected a lot of constructive criticism and I’m sure that the game will become a lot better thanks to those kind people who took the time to share their opinions and ideas with us. We really appreciate, thanks guys!

Here’s a picture of Ornitocopter’s table, where you can see Cecilia’s paintings from the last update. We were guests of the IndieVault stand, together with other 9 Italian indie game studios.

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On the left you can see our buddy RisingPixel‘s table where they were showcasing Inquisitor’s Heartbeat, the roguelike for blind people I worked on in the past few months as a coder. Some visually impaired people came to test the game too, it was a really rewarding experience!

Enough with the NGD2014, now let’s talk about Adventrix’s original soundtrack.

Luca made an excellent job. For every main character we decided a trait that could be expressed through music. For example, for the frog kingdom we went with something Irishy, so the main theme is played by flutes and hornpipes as well as every jingle that marks game progress.

Here you can listen to the theme of the first level. The enemies here are reptilian pirates, trying to stop you with muskets, guns and explosive barrels.

Let’s close this post with a new screenshot from the game. Hopefully you can see how it’s getting better and better as we go on.

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Bye guys, see you next week!

 Posted by at 3:34 pm
Jun 132014
 

Hey guys, guess what, we’re still here.
It’s been a while since the last blog post, I know. This won’t happen again. From now on, I will write a devlog a week. This time for real, I swear. Make me. No, I swear.

So, what’s going on?
Back in the Caves is now on hold: we want to make it as good as we can and for that we need money. Since kickstarter isn’t available here in Italy and we’d also like to stay an Indie developer, the only way we could pay for our project was to make some small-ish games in order to accumulate some money.

As soon as I realized this, I was offered a partnership with Rising Pixel, a fellow Italian indie game studio. In february I started working part-time on Inquisitor’s Heartbeat, a game designed for blind and visual impaired people.
I had half a day free so I decided to start a mobile game project, just because. I opened the wardrobe where I keep all my game concepts (I like to write notes on expensive white shirts. That’s why I’ve got no money left).
The idea was simple, this is what the shirt said: “Squish Tetris and a roguelike togheter.”
What does this mean? The shirt didn’t say that, so I started thinking. My best guess was this game concept: you have to create a path for your character to walk on by moving and connecting falling blocks. A game that mixes puzzle and adventure in a way that wasn’t done before (if we pretend that puzzle quest never existed).

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 Posted by at 2:15 pm