I am testing Game Maker Studio’s run-time executable option. I finally have a small build of SUPER III for you all to play!
NOTE: Due to a depreciated xinput extension, I had to strip out all of our gamepad functionality. This first build is KEYBOARD-ONLY. I will have gamepad compatible controls in the next build (As well as AUDIO and more CONTENT)! Thank you for your patience!
ARROWS -> move
Z -> jump/teleport (in-air)
R -> game reset
ESC -> game end
The teleport resets when you touch a surface (wall(s) OR floor). Have fun!
CLICK HERE FOR SUPERIIIALPHA0: https://dl.dropboxusercontent.com/u/29279751/SuperIIIALPHA0.exe
Thank you for playing!
We are past the 48-hour mark! Thank you so much for the constant sharing and support via social media! The more exposure, the better!
RE: GAME – As mentioned yesterday, we are putting all of our effort into getting you guys an alpha build. I mentioned RACE missions and showing off some of that soon. Hunter finished up one of the racing opponents and we were able to test a few of our stretch goals.
Currently, there are no stretch goals listed on the campaign due to not calculating an extended budget, but we DO have big plans for the game if we happen to get over-funded. Some of our stretch goals include additional worlds, additional platforms (including PS4, PS Vita, Xbox One, 3DS, and WiiU), and multiplayer modes. Below you can see a small glimpse of Death Match, one of the several multiplayer ideas that we have discussed.
RE: Kickstarter – We broke $5K today. That is pretty amazing to us! We are roughly 1/8 of the way there and we appreciate your support SO MUCH. We have had a few people back out of their pledges and we hope to receive feedback from them to make our campaign even stronger. All feedback is useful!
RE: Greenlight – We’re currently at roughly 1500 ‘yes’ votes on Greenlight! Super exciting! That’s approximately 27% towards the Greenlight Top 100, so we’re hopeful about that.
Thanks again to everyone who shared the several articles that we were featured in last night and this morning. You are all awesome!
We did it. It tooks us roughly a week and a half longer than planned, but we have pulled it together and launched both our Kickstarter and Greenlight campaigns.
If you were a fan of FROG SORD or know any of the members of our team, I’m sure you would love SUPER III. Please check it out, support us, and spread the word!
As of writing this, we have raised a little over $1K towards our project and we’re super stoked. We greatly appreciate your support!!
Thank you again and backers can stay tuned for some pretty big updates!
It has taken some time, but we finally have everything squared away in terms of who will be responsible for music and sound design in SUPER III. I am very happy to welcome Joel Corelitz to the team! Joel has worked on several titles including The Unfinished Swan and the upcoming, Hohokum.
“Composer Joel Corelitz is known for creating emotional, design driven scores by fusing music and sound design into a unified audio experience centered around texture and mood. His technique of blending classical and electronic elements, utilized in his work for some of the most established brands in the world, is how Corelitz is proving himself to be one of today’s most innovative young composers in gaming, film, and interactive installations. Recent projects include Sony Playstation’s The Unfinished Swan, for which Joel received a British Academy Award-nomination for Best Original Music as well as Game Audio Network Guild’s Best Audio in an Indie/Casual Game Award and Rookie of the Year Award. His work on Loom garnered Siggraph’s Best in Show award for his work, as well as the Leo Award at the Braunschweig Film Festival.”
Find out more at http://www.joelcorelitz.com/
Joel contacted me way back during the development of FROG SORD. He seemed eager to work on an action-platformer that featured pixel art and I am more than glad to be able to have him on board for SUPER III.
The video in the link below shows off some of the progress that I have been making on our alpha build and also showcases the sample track that Joel sent the team several weeks ago.
Screenshot Saturday is worth a post, right? This shows off the new UI elements (possibly still WIP), new portals that take you to side missions during levels, and the teleport-stamina mechanic.
I have been asked by several people how I choose the base mechanics for my games. The answer isn’t simple, nor is it always the same. However, in this case I was asked how I chose the game mechanics for SUPER III by our friend Christian from of Indie Game Enthusiast.
He has recently started a popular thread called, TIGForum DevLog Showcase and in that thread you can see my answers to his questions as well as a bunch of information about a ton of other impressive DevLogs.
Excerpt from TIGForumDevLog thread:
Zack Bell on deciding the core mechanics for SUPER III:
“For starters, the teleportation mechanic was something that I have had lying around for quite some time. Awhile back, I had met Tommy Refenes of Team Meat and decided to replicate the controls seen in Super Meat Boy. I got the controls feeling tight and was fiddling with several different maneuvers to be used as a double-jump replacement. One of the many was a dash that was very similar to what you may have seen in FROG SORD. Another was the teleport that you now see in SUPER III.
I prototyped SUPER III for the IndiE3 Game Jam quite quickly. The level design was similar to Mario or Megaman titles. They were basically open, horizontal levels that left a lot of room for players to do as they please. However, limiting teleport distance was something that I wanted to avoid and long-distance teleporting left me with some jarring camera issues. To combat this, I made the levels more vertical and limited them to be a single screen wide. The screen-wrap was added to bring back some of the freedom and movement options that I lost by restricting the level size.”
Other games featured in the same thread include upcoming titles, Return of the Obra Dinn and Heart Forth, Alicia.
Return of the Obra Dinn
Heart Forth, Alicia
Anyway, I thought it would be nice to support someone who has been supporting me since the early days of FROG SORD development, as well as point out a few other games that are looking amazing!
Stay tuned for more SUPER III news!
I don’t always search for Twitter mentions of #SuperIII, but when I do, I am often pleasantly surprised by what I find. I feel like I just got ahold of our World 3 tile set a day or two ago, and Lina has already pumped this out!
You can check out more of Lina’s stuff on her Tumblr page, or by following her on Twitter.