[Roid Rage] Refined Combos & Grapple Attacks
We’re grabbin’ fools now! So following on from our last update where we implemented a better state method, we can now easily implement different combos and, in turn, combo...
[Roid Rage] Attack Combos & Flying Kicks!
This is one of those updates where on the face of it, nothing much has changed; but over the past couple of months, we’ve been moving all of the...
Global Game Jam 2017 Entry – Waddle We Do
It’s that time of year again! Each year we take part in a worldwide event called Global Game Jam which has game enthusiasts from all around the globe creating a...
[Roid Rage] Cutscene System & Further Polish
Another busy couple of weeks! We can finally show off our cutscene system. After much refinement, we’ve added in lots of different scripts (with more to come) to execute...
[Roid Rage] Mobile (kind of) Support + New Enemy!
Okay, so it’s not totally mobile support, BUT we’ve got Roid Rage running smoothly on an nVidia Shield. This allows us to continue with the controller configuration, but also...
[Roid Rage] Lots of new graphical changes!
LOTS of progress today on the stream! With both Sam and Liam working on features we managed to get through a nice amount of content. The main change you...
[Roid Rage] Particles, Weather & Rain
Just a quick update today! We’ve scripted in a system that allows us to create particles much easier. So with this, we’ve added in a quick weather system which...
[Roid Rage] Back Alley/Street Test Level
Big changes! We’ve had another successful stream on Twitch today. After getting the new character sprite in last week, we figured it was about time we sorted out the sprites...
[Roid Rage] New Character Sprite!
*Note – Temporary background placeholder art* After a long and fulfilling stream on our Twitch tonight we’ve completed our first iteration of the main character sprite! There’s quite a few...
[Roid Rage] Ouch that hurts!
…Maybe they’re attacking too well. Oh well, the systems are in place now, it’s all tweaking from here!