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Rigid Force Alpha - Classic side-scrolling shoot'em up
#456858
12/13/15 15:12
12/13/15 15:12
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Joined: Apr 2002
Posts: 680 Germany
Turrican
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Rigid Force Alpha is a classic side-scrolling shoot’em up in the likes of Gradius V or R-Type Final. Battle your way through various stages, collect weapons and power ups and blast up all kinds of enemies. To save mankind and the rest of the galaxy you’ll have to face screen-sized boss enemies and show them which side the bread is buttered on! The game is rendered by our homemade and fully scalable shader pipeline, developed and implemented by Kartoffel. To spice things up we're planning to implement unlockable bonus levels, an endless continuous mode and online leader boards. And naturally, there'll be a rocking soundtrack with a cool mixture of retro-synth music and orchestral arrangements, composed by Lauri Turjansalo ( faroutmusic.net) and Michael Chait ( michaelchaitmusic.com). Specs • Classic side-scrolling shoot’em up action with modern 3D graphics • Unique weapon and power-up systems • Lots of different enemies, challenging mid-bosses and huge end bosses • Exciting story mode with animated cutscenes and full voice-overs • Additional Arcade and Boss Rush game modes • Six different action-packed stages • Challenging but fair gameplay • Adjustable difficulty level - for beginners to experienced players • Leaderboards and 40 achievements included • Gamepad and rumble support • Original synthwave soundtrack by DREAMTIME featuring Michael Chait 2018/08/31 - LAUNCH DAY!! • It's finally out on Steam! 2018/08/22 - Launch date announced! • Rigid Force Alpha will launch on 31st August, 2018 on Steam! • New Trailer released! 2018/04/16 - Steam Product Page launched! • Rigid Force Alpha Steam Product Page launched • New Teaser Trailer released. • Scroll down for new screenshots! 2015/12/13 - New Trailer Released! >>> 2015 wip preview trailer 2015/12/13 - Some development screenshots from some time ago:Links:Check out the following links and follow us for further updates! • Rigid Force Alpha on Steam• Rigid Force Alpha on IndieDB• com8com1 on Twitter • com8com1 on Youtube
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Re: Rigid Force Alpha - Classic side-scrolling shoot'em up
[Re: Turrican]
#456871
12/13/15 23:20
12/13/15 23:20
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Joined: Apr 2002
Posts: 680 Germany
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Re: Rigid Force Alpha - Classic side-scrolling shoot'em up
[Re: Turrican]
#456873
12/13/15 23:57
12/13/15 23:57
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Joined: May 2005
Posts: 2,713 Lübeck
Slin
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Many surfaces in the video look a little bit flat. Also a little bit more contrast might be nice, adjusting the tone mapping could already do the trick (try the uncharted 2 tone mapping operator if you don't already, most people prefer it over Reinhard and others).
Last edited by Slin; 12/13/15 23:57.
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Re: Rigid Force Alpha - Classic side-scrolling shoot'em up
[Re: Reconnoiter]
#456881
12/14/15 12:22
12/14/15 12:22
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Joined: Mar 2012
Posts: 927 cyberspace
Wjbender
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I have to hand it to you guys , especially kartoffel ,it is truly beautiful , well done !
I haven't looked at the video/s but I can clearly see , it is one of those gamestudio projects that wil be remembered .
one thing though , not to sound negative at all ,because everything is so beautiful , but to me personally the ship appears odd and I cannot really explain it to you guys , maybe it's related to depth against that awesome eye catching backdrops , or better put in other words , its like it doesn't really catch your focus against the backdrops ?
perhaps if you added layers of particles/plasma/dust/blurry transparent cloudyness/something that is flying by towards the left , such that it build's up depth from the backdrop towards/past the ship , it might pull the ship for the player more in to the environment , but I don't know if you have something like this already or if it would be a bad idea.
thumbs up .
Last edited by Wjbender; 12/14/15 12:25.
Compulsive compiler
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Re: Rigid Force Alpha - Classic side-scrolling shoot'em up
[Re: sitrep]
#456889
12/14/15 23:11
12/14/15 23:11
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Joined: Apr 2002
Posts: 680 Germany
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@Reconnoiter: Yeah, good point. I'll try to fix that either with a transparent element or an outline. @Wjbender: I see what you mean. This foreground vs. background stuff seems to be a common problem with shoot'em ups, and many games solve this by simply highlighting the gameplay objects in some way (with an outline or glow effect around player ships and enemies). Will try that! @Iglarion: Thanks! @sitrep: Now that's a spot-on name for a music genre. Thanks. ^^
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Re: Rigid Force Alpha - New Boss Battle Trailer!
[Re: Superku]
#462164
09/12/16 14:09
09/12/16 14:09
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Joined: Apr 2002
Posts: 680 Germany
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Thank you guys! (...) sometimes it isn't always clear where you can fly and where not, maybe you already fixed it, but just in case I thought I would mention it here. That's true. I recently attached a stronger point light to the player ship, so surfaces close to it will now get illuminated and the player gets instant feedback about an imminent collision. This helps a bit. Apart from that I'll also check all levels for collision readability soon. Not sure yet how to fix it in a consistent way - maybe I'll texture every foreground object a bit brighter or put some pointlights there. Or I'll separate foreground and background layer with sprites. Any other ideas? (...) Only thing to criticize is that some of the projectiles look rather bland IMO, like those big bright pills at 0:13 coming from small barrels with no muzzle flash or other effect. Or the ellipses at 0:22, they don't hold up with the rest of the visuals. (...) Yes, those are my placeholder projectile textures. I'll make sure to replace them with nicer animated versions soon!
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Re: Rigid Force Alpha - New Boss Battle Trailer!
[Re: Reconnoiter]
#462195
09/13/16 14:30
09/13/16 14:30
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Joined: Apr 2002
Posts: 680 Germany
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I see what you mean. In some cases it already works pretty good, while in some others you hardly can judge what's in front and what's in the background. I think it's mostly about having much less contrast and details in the background graphics than in the foreground. I think that's pretty much the point here. That rule also matches your screenshots. That's good input.
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Rigid Force Alpha - New Screenshots and some GIFs!
[Re: rayp]
#466654
06/26/17 12:36
06/26/17 12:36
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Joined: Apr 2002
Posts: 680 Germany
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Long time no see! Sorry about that, there's so much going on right now that I rarely had the chance to post something new here. But that doesn't mean there's nothing happening with Rigid Force Alpha! I recently switched to full-time development and am currently in the process of polishing all my content and finalizing the levels. Next up will be balancing, which is long overdue. I've also planned to add additional gameplay modes for enhanced long-term motivation. During the past months I reworked the overall gameplay system, which is now a bit more coherent, and it's working nicely. I think I'll tell you more about that in one of my next posts. Until then, you'll find some random impressions from the last few months under this one. And not to forget: There's now an offical project website which you can reach under www.com8com1.com, as well as Facebook and Twitter sites. You can also find us on IndieDB and Tumblr . We've got some cool content prepared, so make sure to stay in touch and follow us! RFA's new player respawn routine - and some nice explosions Our new player ship. Mesh is final so far, the texture will receive a few additional details later. I don't have much of a clue about shader programming, but I wanted enemies to flash up when hit. Without really knowing what I was doing, I edited Kartoffel's shaders a bit and eventually I managed to create this nice hit flash effect. Lucky me! Another result of random shader editing: I implemented an option to adjust the color of this mini boss, so I can easily make it fade from light green to a deep red according to its health points.
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Re: Rigid Force Alpha - New Screenshots and some GIFs!
[Re: Turrican]
#466655
06/26/17 12:36
06/26/17 12:36
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Joined: Apr 2002
Posts: 680 Germany
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And some more random in-game shots - enjoy! The Chaser is a new type of enemy which, well, chases the player once activated. Pretty nice gameplay in narrow areas. I've also been experimenting with explosions recently. Pretty nice, eh? It's a little bit over the top here, but the effect is adjustable in size and intensity. A new scene in stage 2. These orbs slowly approach the player ship as it passes through the narrow pipe tunnels. Specularity comes in pretty nicely here. This wasp-like mini boss in stage 3 took me quite a while! The texture is baked from a hand-sculpted high-poly mesh, with a hand painted finish. I also created several unique animation phases and a nifty destruction effect. Maybe I should create a short video of this scene. The Clapworm is another pretty cool enemy. It lurks in the sands, waiting for the careless player getting too close. Another scene from stage 3. If you look closely, you'll discover some large spider-like critters hanging from the ceiling. You'll also have to be careful when passing the sandfalls in this stage, as they keep pushing your ship downwards to the ground.
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Re: Rigid Force Alpha - Coming Soon to STEAM!
[Re: Iglarion]
#473856
08/22/18 17:48
08/22/18 17:48
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Joined: Apr 2002
Posts: 680 Germany
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Finally some good news! I'm proud to announce that Rigid Force Alpha will now officially launch on 31st August, 2018 on Steam. Of course we also released a brandnew Trailer for this special occasion, so have a look if you like. And here are some new screenshots from the near-final version.
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Re: Rigid Force Alpha - Coming Soon to STEAM!
[Re: Reconnoiter]
#474423
10/14/18 09:44
10/14/18 09:44
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Joined: Apr 2002
Posts: 680 Germany
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Thanks @all! Congrats with your release. I've read in a review that you have to restart the whole campaign if your lives/credits are exhausted, is this true? Yeah, that's true! Since RFA's gameplay is strongly based on classic shoot'em ups, it uses this genre-typical characteristic. I have noticed that one or two reviewers don't like this mechanic, but maybe they just misunderstand the game's arcade-style principles. See, when you play a shooter in the arcades, you won't be able to save, either. Fans of the genre actually expect this restriction and get along well with it, and usually they are able to play through the game after a few attempts. This learning curve and the required memorization related to it is part of the shmup experience. In fact, it's not limited to RFA; you'll also find this in other modern shooters, like Super Hydorah or Astebreed. On the other hand, please also keep it in mind that you get 3 lives and 3 credits from the start, so you get 9 chances to play through and you can also collect further lives throughout the game. I think it's all balanced in a very fair way. Plus: After you beat a stage, you can always practice it in Arcade mode as often and as long as you like.
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