This month I've been working on making the final version for releasing the rework of Velvet Guard.
A lot of the development time has gone into fixing the menus in the game to work with both a controller and mouse.
I've also added a new ability that allows you to dash in a given direction and eat someone else's bullets.
And added a new level theme called The Dimension.
What's left before the release right now is finalizing artwork for the store page and creating a new gameplay trailer. When all that is done, there will be a new announcement for all the changes that have been made to the game since the rework!
[ 2024-04-28 13:08:01 CET ] [ Original post ]
Hello everyone,
It's been a while since I last wrote anything here. I've recently started working on this game again, picking it up from where I left it two years ago when I started remaking this game. I've added some new content, remade all the levels, and changed the UI to be easier to understand.
I've made a prototype of a new level theme, internally named "clouds" because there is a lot of clouds...
The idea behind this was to have some kind of object you could jump around on, giving you a jump boost if timed right.
I've also added a new bullet type that uses explosions to eliminate your enemies.
And some new visuals for some old levels, like the Cabin.
There's also some new animations for the player and a new look of course!
I've also started adding some more modifiers/rules that you can use to create your own game modes.
There has been a lot more done behind the scenes for easy development and modifications, which I hope will enable modding support when released, as well as an in-game level editor that is A LOT more user-friendly than the current one.
There's now also sound effects for everything in the game, and I'm currently working on making the music as well. I'm planning to have a release next month if everything goes as planned.
See you then!
[ 2024-03-24 21:49:27 CET ] [ Original post ]
Welcome to the monthly update of Velvet Guard Remastered!
This month I've been mostly working on making music for the game, or rather, learning how to make game music. It's not as easy as it sounds, so I expect that it will take some time before I can deliver something that sounds alright.
Besides that, I've redone the ability system in the game. You now have a set number of bullets you can pick up. If you have activated ability pickups, there will spawn different kinds of special bullets on the map.
This is all part of the new game rule system, so you no longer choose an ability in the player select menu but instead choose what type of modifiers all players will have.
If you want to try out these new changes, you can change to the beta build of the game.
All you have to do is right click the game in the steam library and choose Properties > Betas and then in the dropdown menu click "beta - An unstable beta version".
[ 2022-05-27 14:00:10 CET ] [ Original post ]
Hi again, I hope you're all doing well! I thought I would give monthly updates a try during the development of the rework of Velvet Guard. I will try to publish an update every third Friday each month, so here's April's update! And of course everything mentioned in this post is still a WIP and can be removed/changed at any time.
I've tried something new this month where I've removed the level select scene and instead made it so it changes level after a set rule. So for example when playing Last Man Standing, it changes to a new level when someone scores a point, i.e., we are the last player alive.
I also added a new border around the game screen to make it look a little more interesting.
You might recognize this from a previous post where this border was used for the level select scene. I felt it fit better here since you can warp around the scene by walking outside of the camera bounds.
What you also might notice is the black rectangles floating around. I've added two kinds of abilities to the game. You have mobility or defensive abilities that are always available. This is the ability you would choose in the player select scene. Then you have bullet modifiers, which is what you get from these black rectangles.
This is still in early development and many changes may apply.
As I mentioned before, I've removed the level select scene to introduce rules that change your level instead. This is all part of a bigger update. In the current version of Velvet Guard, you're able to choose a gamemode and a small set of modifiers. Instead, I want to change this to introduce a new, more flexible way of making your own gamemodes. So you can choose what types of bullets that are enabled, if you want bullet modifiers at all, what type of gamemode you want, etc. I'm still planning on adding more modifiers, but this is in very early development, as you can see in the picture below.
I would love to hear your thoughts on any of the above mentioned things, and I will try to make a playable alpha ASAP so you guys can try it out and hopefully give some great feedback!
Keep in mind, the above mentioned rules and bullet modifiers are all going to be moddable. So if you want to add your own things, all you need is some C# knowledge.
Here are some other changes:
Redesigned main menu, WIP
A new look for the cave levels, very early WIP
[ 2022-04-22 11:00:29 CET ] [ Original post ]
Hello, it has been a while since I last wrote here. I'm sorry for the long wait but alas! I wanted to share some updates regarding the rework of the game. It's has been progressing slowly over the past months but I've laid the groundwork for mod support and online play. I've learnt from my mistakes in the previous versions of Velvet Guard's networking and I hope I can bring you guys a smooth experience in this reworked network system. I'm planning on making mods work online as well but I can't promise to much since it's a pretty hard task to accomplish.
Here's a sneak peak at the current state of the level editor.
It should be easy to add more objects to the level editor if you have some basic programming knowledge, I will make sure to upload tutorials for modding the game so don't worry if you don't know how to code.
I've added much more than just a level editor but most of the changes are in the code, so I will keep you guys posted on any noticable changes in the feature! Thank you for playing!
[ 2022-03-23 15:06:54 CET ] [ Original post ]
Hello, it's been a while since I last wrote anything here but lately I've been working on remaking this game from scratch and I thought I would share some work I've done. I've been manly focusing on making the game easier to understand and more user friendly and hopefully more fun. For example there no longer is a cooldown on abilities and instead you use your bullet to cast it. For example here's an ability that lets you teleport back to some position.
When teleporting back again you switch position with your bullet, and also to make the player easier to read it loses some of its color when it doesn't have a bullet to shoot.
The main reason I'm doing this is just that I find it fun to revisit old projects and see what I would do different now that I have hopefully improved in my skills so I can learn from my past mistakes. I don't have too much spare time though, so it's a slow paced work flow but I'm aiming to have remade the game to its current state this year at least!
I also took the opportunity to improve my pixel art with this new design of the Tundra levels.
Of course most of the things I'm showing here is a work in progress and is probably gonna get changed before I release anything.
I'm planning on adding a gif for every ability to play when choosing abilities since it can be hard to understand by text what an ability does and I hope that a small gif will make it easier.
I've working with drawing polygons in a 2d space and tried some kind of fog effect for the level select screen.
I've also been experimenting with mods and right now you can make your own abilities and custom tiles but it still needs some work to be done before i can say for sure it will get released in the final version.
I'ill keep you guys updated on the development!
[ 2021-09-07 15:07:25 CET ] [ Original post ]
Hi again, it's been awhile. I recently got back to this project and made some updates to the engine and reworked the network code because now when looking back at it was unstructured and perhaps a little bit buggy. So here's what has been changed:
- Reworked network code.
- Settings are now saved in a separate file from keybinds and both of them should be easier to read and modify.
- Level editor now saves and loads maps in the same format as workshop maps meaning all your custom tile settings and etc. will be saved.
- Linux and Mac versions is noticeably smaller because I don't need to rely on third-party software for porting.
- In the input screen instead of changing to "Insert" when changing keybind it now just starts blinking.
- The laser ability now charges for two seconds before you can shoot and after 8 seconds it fires by itself if the user has not fired it already.
- Trying out a new menu design.
- Removed an annoying spike from the Fields map. (sorry about that)
- Bug fixes.
[ 2019-06-24 13:14:28 CET ] [ Original post ]
- New menu theme
- Changed so the lava doesn't cover up half the screen and instead only gets raised between 1-3 tiles
- Added icons to the different game options so it's easier to identify them in the lobby list
- Made some small changes to the dust particles
[ 2018-11-15 19:23:32 CET ] [ Original post ]
Finally, after quite some while, online is available through the game itself. Say goodbye to third-party software or anything like that. Direct communication via steams own framework which means you can invite people from your friends list! I've postponed this for quite some while because i've always read that making a game with networking is hard. I know that making a big mmo might be a challenge, but it's just time consuming, not difficult. But i guess that depends on the complexity of networking you want. All in all i hope you will enjoy this update! Other fixes
- Laser now shoots through the map just like a bullet would
- The dive ability now destroys fragile tiles so you can dive through them
- Made some fixes to the collision system so fewer bugs should appear
- Added 4 more players slots so you can now play up to 8-players at a time
- The controlled bullet is now less sensitive to joystick movement so you don't accidentally move it the wrong direction
- Instead of reading XInput the game now uses steams own input framework, which means every controller steam supports works with the game
- Reworked the Molten textures and the Cabin background
- Minor fixes
[ 2018-10-28 11:51:30 CET ] [ Original post ]
Hey, just wanted to let you guys know that i just published a beta build of the online multiplayer mode. I'm sure there's some bugs so feel free to report any of them! Just switch branch to "beta - an unstable beta build" and you're all set!
[ 2018-10-24 17:16:48 CET ] [ Original post ]
There now is a new ability in the game, you can shoot a laser that instantly kills everyone in front of you. It can't shoot through walls but it can shoot through cubes of course! Hope you enjoy, feedback is welcomed as always <3
[ 2018-10-01 17:45:21 CET ] [ Original post ]
Playing Velvet Guard is really fun, but it's only local so your friends need to be at your house which might be a little frustrating if they live on the other side of the world. Well that's were Parsec comes in, the wonderful people over att Parsec Gaming has developed a software which lets you play local games online! It basically works by streaming your screen to your friends as they send their input to your computer. The best part is, it's free! If you want to try it out it's really easy to set up: [olist]
[ 2018-08-13 17:42:22 CET ] [ Original post ]
Finally it's here, custom tiles! Create your own art and set the rules for each individual tile, the possibilities are endless!
[ 2018-05-26 16:05:19 CET ] [ Original post ]
After some time off i got back to the game and realized that there has been a bug in the level editor for quite some time, it turns out that i spelled "Title" as "Titel" and as a result you couldn't upload anything. But that's all fixed now and as a way to apologize for this inconvenience i released a new game mode.
Compete to get the highest score in a time limted game where you shoot targets and get points depending on how close to the bullseye you are, sounds fun doesn't it?
[ 2018-05-13 17:43:31 CET ] [ Original post ]
New in this update
- Level editor
- New portal ability
- Multiple bug fixes
[ 2018-04-06 12:20:35 CET ] [ Original post ]
New in this update - Level editor - New portal ability - Multiple bug fixes The level editor works with steam workshop so feel free to upload your creations to the public.
[ 2018-04-06 12:20:35 CET ] [ Original post ]
As the game now is on steam i've been taking my time to make full use of all the steam features. The workshop seemed pretty interesting to me so i figured why not make a level editor for everyone to use.
The editor is still in development but it will surely be released at a maximum of a week from release, i will continue development of the editor further after its release as i plan to make the levels fully customizable (as in your own assets and what not)
I hope you will enjoy this as much as i do!
[ 2018-03-26 16:32:01 CET ] [ Original post ]
As the game now is on steam i've been taking my time to make full use of all the steam features. The workshop seemed pretty interesting to me so i figured why not make a level editor for everyone to use.
The editor is still in development but it will surely be released at a maximum of a week from release, i will continue development of the editor further after its release as i plan to make the levels fully customizable (as in your own assets and what not)
I hope you will enjoy this as much as i do!
[ 2018-03-26 16:32:01 CET ] [ Original post ]
Have you checked out Velvet Guards Thunderclap campaign, well it's not to late yet. Support the game by going to Thunderclap and share the message on any social platform. It would mean a lot to me for your support <3
[ 2018-03-22 12:34:41 CET ] [ Original post ]
Have you checked out Velvet Guards Thunderclap campaign, well it's not to late yet. Support the game by going to Thunderclap and share the message on any social platform. It would mean a lot to me for your support <3
[ 2018-03-22 12:34:41 CET ] [ Original post ]
🎮 Full Controller Support
- Velvet Guard Linux [86.73 M]
You got one bullet, fire it wisely as one mistake may cause you death in this fast paced game. Choose from a selection of abilities to survive in difficult situations and master them to become the champion of the Velvet Guard. Change up your gameplay with many of the available game options and get that sweet victory you've always wanted!
Velvet guard is a game inspired by the golden age of couch multiplayer, it's a 4-player party game centering around its core mechanic; one bullet. With different gamemodes and options each gameplay is never the same, with a wide array of abilities and expressive depth the game can be quite challenging and will surely make you wanna scream at your friend of either joy or frustration.
Notable features:
- 12 Diverse abilities to change up your gameplay and challenge your skills
- 24 Different ways of playing
- Fast paced combat
- A wide range of levels with their own unique style and interactions
The controls are simple but with layers of expressive depth, there's also a wide range of abilities that makes the gameplay even more challenging!
- OS: Only needs support for OpenSSL 1.1
- Processor: 64-bitMemory: 200 MB RAM
- Memory: 200 MB RAM
- Graphics: 64 mb video memory. OpenGL 2.0
- Storage: 130 MB available space
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