Defining Awesome — Development log
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    June 21st 2008

    The best is the enemy of possible

    Possible: is the alignment of physical reality and mental reality.

    The best: is an illusion of the imagination which can be destructive or creative.

    There is a VERY big difference here that actually separates the losers from winners. I see this clearly now – it is how you use that vision of what is best that distinguishes the genius from the mad man.

    I forgot for a while how important positive feedback is. The comments, forums and e-mails serve a purpose for me and I should use it. For example I got reminded how I made Soldat. It’s easy to forget but Soldat was crap a long time ago. It had potential, but it was non-playable buggy and laggy, extremely unbalanced and without any reasonable community. Soldat was released with just potential.

    I had no idea what I was doing and how long it would last. I was very insecure about the game back then, constantly thinking that I’m wasting time.
    read more »

    March 21st 2008

    Berserker & Link-Dead status update

    I don’t have anything to show, as I usually have when doing an update,  because lately I haven’t been adding any major additions to Berserker. It’s tweaking and fixing time, no visual updates. So here’s what we’ve done already and what still needs to be done in written form. Just to remind you Berserker is sort of a mod for Link-Dead. It will come out first, but it is the same engine and game architecture, so Transhuman is working on 2 games right now (oh I forgot we got a new site for Transhuman Design made by Sigvatr, he’s not dead by the way, at least that’s what he told me).
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    February 18th 2008

    Blood decals!

    When the first preview of gameplay in Berserker came out some people complained there’s not enough blood. These people simply do not know me and don’t trust me at all. Anyway… I thought I would make something useful and make a how-to page on wall painting. I posted it on a respectful site and they liked it. Why wall painting and what does this have to do with blood? Well everything, check for yourself:

    How to Paint a Wall Mural

    January 21st 2008

    Berserker first preview!

    Berserker is the new 2D fighting game made by Michal Marcinkowski and the Transhuman Design. It is set in an abandoned prison filled with mentally retarded psychopaths. Their only purpose is to kill… hmm yeah that’s it. But doing so will require skills in fighting and cleverness in using various map objects such as bricks and doors.

    I made a video because the basic fighting with bots is ready, so the game is playable! This is an early version so don’t bitch if you find any bugs and glitches in the video. There’s still a lot to be done, nevertheless I see that the game will make an impact. It will kick your ass. Watch for yourself (the hand thing is the mouse cursor).

    Music: Dark Avenger by Manowar

    December 12th 2007

    Link-dead FAQ (1)

    The answers provided here are not final and are subject to change. It is just a current state of what we think the game will be like and what we’ve done so far.

    neomutants_03a.jpg

    When will it be released?

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    December 10th 2007

    Link-dead monkeyman

    A failed genetic experiment appears in the world of link-dead.

    December 6th 2007

    Link-dead force fields

    We were discussing the possible use of force fields in link-dead. They would be activated anywhere by the soldiers. This would change the gameplay dynamic a lot and add a lot of tactical variety. This is an idea I came up with and decided to draw it:

    help.gif

    What do you think?

    In other news Sigvatr has completed the military sprites. He posted some snapshots and added some detailed descriptions of classes. So if you haven’t seen that yet check it out on his blog.

    November 26th 2007

    New decal system of death

    Got something extra fantastic here. I thought about this a long time ago and finally got it implemented. This is a decal system. In the video you can see it working for bullet hits.
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    November 14th 2007

    Map format preview

    A lot of you guys are interested in the new map format, how will it look like. How will you make maps in link-dead? I explained how it will work in my previous posts, but now since it is pretty much done I can show you some real life examples.
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