How personal can a game be?
During the latest months, I was working on better ways to program procedural content frameworks, "organic-like" AI behaviors and ways to insert physics elements to the gameplay. My production flow is pretty experimental and my games are created to test the hypothesis.
The procedural content generation framework started with the rocks formations and enemy placement on the first UBERMOSH. Trip to Vinelands came with the "seeds" concept, where variable levels were chosen and micro variations could happen in each level/map. It was improved on TTV2 and more variability could be generated without severe spikes on game difficulty. WARPZONE DRIFTER is the most recent version of the "seeds" framework with a very solid procedural execution, that evolution now allows the production of richer content for the next projects. The organic-like AI is a mix of a "fuzzy logic" and the "taking various and various elements" before object reaction, it started with the enemies flanking on my first games, got a swarm version on SWARMRIDERS (that evolved to UBERMOSH SWARM) and now it has a tentacle version of it, created for the latest project. These AI developing steps are very important to create a "fluid" enemy behavior that I keep improving. Physics elements inserted on gameplay kinda work as a simulator, and that player's piloting skills can be translated into the real world (for drone piloting, for example). Those 3 elements were the core of WARPZONE DRIFTER, a retro-arcade breakless drifter game, that I am proudly presenting you now. A very personal game made from all graphics to guitar recordings by the same person (that can be seen in a frame or two when you survive full time before extraction). Many thanks for the support, I hope you enjoy the game as much as I enjoyed making it.
More stuff soon, you can follow the steps here:
https://store.steampowered.com/developer/waltermachado
SWARMRIDERS Linux [103.06 M]SWARMRIDERS: Original Soundtrack (527000) Depot [27.64 M]
Public Linux depots
SWARMRIDERS: Original Soundtrack
Available DLCs
SWARMRIDERS is a FREE "endless runner"+"twin stick shooter" ARCADE mashup. A "machine gun swarm surfing minigame" made as a bonus content for the UBERMOSH community.
400 years before the events of UBERMOSH:BLACK, the Blade Saint was just a mercenary gunner, shredding eyes on the backseat of a bike.
Players can expect a few minutes of elegant gameplay, responsive controls and a heart pumping original soundtrack.