Post Game Jam release is LIVE!

Major rewrite of the game from the Game Jam version has been done.The whole tutorial system was redone.Most of the game mechanics and logic code was redone.Lots of eye candy added.Settings are now added and working.More expandable save game system implemented for future proof expansion. Some bugs still prevail, they are on the ToDo list, […]

Loads of stuff added in the game.

More improvements added to the game. – There are now 8 levels in the game.– Lamps have a nice radiant effect when lit.– Winning conditions display refined.– Added Level Back and Forward buttons.– Game is now saved every time you pass a level so you can continue playing later on where you left off.

Preliminary release of the game ahead of time.

The game base is not about done and there is still plenty of time to craft more levels and some eye candy and other shenanigans tomorrow. I hope you all like the game prototype as it is now and keep coming back for more content later on.

Big update after GDevelop got a big engine update.

GDevelop got a major update on it’s 3d engine so we had to convert the old project to handle the new additions and changes. Took a better part of the day but it’s now finished.Also worked on tweaking the distance culling a bit better.Lights and shadows were tweaked a bit too.Antialiasing is now added, goodbye […]

Some major improvements and updates made.

The update today includes some nice additions. Distance culling of objects to optimize the performance a bit. Tweaked the distance fog so it doesn’t look like air in Beijing. Animated transparent water all over 2d AND 3d. Made the waves and sprinkles and player shadow to move with the waves on ocean. Reflections on ocean […]

Post Jam bug fixes.

Some annoying bugs were found and fixed.Made some optimization too.And added more frames to ocean wave animations.

Results are out!

Yay to us! We placed 2nd out of 120 games in the GDdevelop 3d Game Jam. Huge thanks to Cillian “Fatal Exit” Clifford for 3d modeling and Annette “Troisnyx” Walker for the wonderful OST. It was really fun making this game with the new 3d possibilites of Gdevelop that were added just prior to the […]

Release! for the GDevelops 3d Game Jam

It’s here! Our entry to GDevelop 3D Game Jam 2023. What a tight week it has been.Incredible huge thanks to Cillian and Annette for their impeccable and talented work on 3D and composing music.As well as kicking me in the royal butt to keep going. Have at it, enjoy your stay on Sunny Vale.

Post Jam bug fix release

It’s here! Post Jam release. Bug fixes done.– Touch screen left not working, fixed– A for left not working, fixed– Wrong music in levels 1,2,3, fixed– Video playback issues, fixed Not yet done.– On desktop game exit only via Alt+F4 (windows, no idea what the command on kill app is in Mac / Linux).

Optimization and fixed some major bugs

Some bugs were fixedIf destroyed between transitions from one edge to another the object was locked outside of playable area, fixed Some major optimization made, asset sizes went down to 2/3 of the original size.

RE-rendered some graphics and new compression

Buildings and some other assets were re-rendered to use a smaller footprint on sprite sizes optimizing the game quite a bit. All of the graphics were also compressed with a new compressing program that we found resulting HUGE savings on asset sizes. Shadow casting tweaked so the shadows have soft edges now.

Slight after Jam update to fix some bugs

The missing lighting layer has been activated.Enemies not spawning at the end fixed.Enemies reaction distance increased so they notice the player earlier.Bugged stuck moving of obstacles if done in different order fixed.Some unnoticeable minor bugs and stuff fixed.

The results are out!

We got to 29th place out of 290 entries with honorable mention from the judges in Gdevelop Game Jam #3 <3 What makes this so awesome for us is that the game we made was A genre we’ve never done before (strong story line driven).Visual style is totally out of expertise that we’ve done before […]

VERY productive all nighter…

Rami invigorated from his long nap on Saturday and having his high gear on managed to build the town almost half way. Also added a lot of more mechanics like moving objects and answering phone calls depending situations.Dumpster fires are now burning.End game and bad outcome triggers were finally fully included.Serious optimization and reworked spawning […]

Near end pg Jam anxiety and exhaustion…

Rami went exhausted. Had to sleep to evening to recuperate from prior days IRL load.BUT, managed to start making the game after a good nap.Cillian did some nice models for windows, doors and bushes.Teemu made some sprite adjustments to character sprite batches.We were able to fix the bugging collisions for enemies pushing each others through […]

Lots of work done, still loads to do…

Reworked the NPC behaviour and optimized the excess clutter away. NPC body types and clothing colors change individually.Pushing NPC will stagger them so they are not able to pursue you for a few seconds.More town created, including a park.Game over events added with end game thoughts.

Small town building made possible

All character portraits are done and implemented in the game, Great work Teemu! Rami got his turbo gear on and crafted a lot of 3d rendered assets in the game as well as made the npc movement mechanics, actions and hitting / pushing possible for both player and the npc. Cillian managed to make a […]

It’s starting to look like a game

All scene 1 dialogues are now inserted, translittered and timestamped in the game. Rendered a lot of new graphics and introduced enemy characters in to the play. New obstacle handler fine tuned and player entering behind an obstacle now get’s opacity shifted so you can see what you’re doing behind the obstacle, providing nice hidden […]

Project took a leap

Today we got some help from our fellow GDevlop Game Jam participant in the form of critical (to us) setup of a blender render setup so Rami could start the 3d models for sprites. A few models were made and included in the game as well as coded the collisions and fading object when player […]

Project after the weekend

Fixed some stuff in login scene, pinpointed problems in phone conversations that were fixed. Movement, activation, phone calls, animation fine tuning and camera movement done. Phone dialogues and timings for stage 1 are done, fine tuned the audio levels a bit. Struggling with graphical look and pondered different choices and directions needed to be done […]

Project is creeping on

Cillian made the excellent phone calls dialogues a reality for the 1st story, totally awesome. Teemu made graphical research finding proper fonts to use as well as wizarded up the nice cityscape for main scene.He also wrote more story line and made additions to the Game Design Document. Rami Finished up the login scene, it […]

Project continuation

Today Rami has been dabbling with Blender and setting up the main scene, Credits, News section. Cillian did a few excellent tracks for the game and Teemu was chugging away some story line dialogues for Cillian to master.

GDevelop Game Jam #3 Project start

This is our collaborative participation entry from Tulenväki Productions and Fatal Exit for GDevelop Game Jam #3. Rami, Teemu and Cillian bunched up together to brainstorm a game after the theme of SEPARATION was announced late Friday night in 2023.01.27

Start of the year bugfixes…

Start of a new year with some bugfixes. – The seasonal events have ended for now with some bugs preventing starting the game at points. Fixed now.

Happy New Year! <3

Happy new year! New years seasonal event is now online. What’s new?– Added a few new voice lines and sound effects as well as new seasonal player rocket.– New Years seasonal event will last from 30.12. – 2.1.

Seasonal themes are now LIVE (and leaderboard reset because of engine tweaks)

SEASONAL events are up!– A new event for Yule tide is being applied during the month of December and released fully before Holidays. – Even more events coming up later on.– You can toggle the seasonal events on/off from the Settings menu. Leader board RESET!– Because of major changes in the game, the leader boards […]

Added some effects, bugfixes and optimization.

Refined effects.– Added an initial explosion flash, when player is destroyed.– Engine sound now varies depending on acceleration towards destination. Some bug fixes.– Returning from settings set the SFX volume incorrectly, Fixed.

Tiny graphical updates.

Some graphicsl updates made.– Engine plume has a lens flare.– Buffs puff an effect when picked up. Bugfixes.– You could enter to the leaderboard even if you didn’t qualify, fixed.– Engine plume was placed incorrectly resulting it to be left behind at faster speeds, Fixed.

Leaderboard update and reset.

The new version is now using the new leaderboards after changes in gameplay balancing. The old leaderboards are still active and available for users running the older version they downloaded, for the time being. A suffix “-” has been added to end of Mobile players name to differentiate scores made between Desktop and Mobile. This […]

NEWS section is added in the game!

News section was added in the game that has a list of latest and older news.Some bug fixes and tweaks to the game done as well.I added a color coded warning glow signaling to all sides for more awareness on the track.Also a link to the Aim to Head Official YouTube page was added that […]

New Leader board visuals, lots of bug fixes.

Remade the leader board view.Fixed quite a lot of bugs concerning ship movement, Qualification and record score usage fixed.“Radar” for crashed ships from leader boards fine tuned.Added glow markers to the edges to warn from out of screen stuff.

We WON the Game Jam with Rocket Racers!

Oh my, ohmyohmyomy… The GDevelop Weekend Game Jam #2: Mobile edition results are now out and as it happens.ROCKET RACERS WON! Results for the Game Jam. Victory dancing commences <3

The Final release is here!

Rocket Racers was made in 48h in GDevelop weekend Jam #2: Mobile edition.During the week of voting it was worked on frivolously to get the final release after the voting ended and that moment is now. Here is the Rocket Racers v1.0 Fly through the asteroid field dodging them and the burning wreckage of prior […]

Launch of Rocket Racers for GDevelop Weekend Game Jam #2: Mobile edition.

Rocket Racers is now out! The idea is to race your rocket through an asteroid field with ever increasing speeds. You can play Solo on desktops.Solo & Coop with friend on your mobile. Game is downloadable on Windows, Mac, Linux and Android.Playable in browser on all devices.(Brave might glitch the graphics quite a bit)

Optimization bigly!

DICE has been updated a LOT in the terms of size optimization and stability. it’s now almost HALF the size it was before.(And I still got a lot more optimization to do to it to get it even more smaller but that will take LOADS of time to achieve)

Added some disability helping options and more

Added an option to reduce the background parallax to reduce motion sickness for some people.Loads of bugfixes under the hoodReworked some of the UI management to better fit to future updates.Should be much more fluid to use with some additional effects.

Loads of bugfixes and tweaking

Underlying timing bugs affecting extra weaponry have been fixed.Shield effects sometimes went flying away since their instances were named incorrectly, fixed now.Starting splash screen videos not playing in mobile web versions are now fixed to images that fade in and out.

UI Rework, more weapons, tweaks and more.

The newest DICE is now public. Works on everything… What’s new?16:9 screen support for desktops.9:16 support for mobiles.New UI placement and functionality.Music player in the main menu.Tweaks to the difficulty.New extra weaponry for the ships 3 & 4.Much much more done underneath. Go test it out and give me some feedback. <3

Highly optimized with added voicelines and effects

I reworked the rendering a lot under the hood making it vastly optimized.Added voice lines to communicate better on what’s happening.Score and high scores as well as credits are now visible. Do enjoy the classic game reimagined <3

2nd place in the Post Jam “Jam” #5…

PARTY ON! DICE came in 2nd place out of 52 entries in the Post Jam “Jam” #5… I was already quite happy when DICE placed 1769/6137 in the GMTK GameJam 2022.Now it got way higher when the game was optimized and retouched a “bit”. REALLY happy about the results This will give me loads of […]

Some big changes under the hood and reworked Boss damages.

Today I rewrote almost the whole damage dealing system.It was and still is quite a huge endeavour to sift through and build it while keeping the functioning that I already had done for it. It’s now way more robust, optimized and error free. Also, The Boss damage system had a total overhaul.Not the bosses have […]

Web version updated to the newest version

Lovely update is in your hands. Loads of balancing for the first 2 ships.Fully functional 3rd ship ARC Fighter that unlocks when reaching to Stage 10 which shoots an Accelerated Reactor Charge as an arcing blast towards the enemies.Added weapon power gives the weapon a ricochet second Arc Beam. Comes up with 1 extra weapon, […]

Massive amount of bugfixes done!

In the weekend I did a massive amount of bug hunting so I found and eliminated quite a bunch of them as well as balanced the game play a bit.– Almost every extra weaponry has been sifted through and optimized as well as bug fixed, there are some targeting issues in the missile and swarm weapons […]

New ship to fly and deal mayhem, unlock it at Stage 5.

Latest big update is here. Working Hangar to select your ship. You now have a new ship to fly (Reach Stage 5 to unlock) and deal mayhem to the crappy enemies with 6 totally new extra weapons. QUAD mk2A Heavy slow moving assault craft with 2-5  sweeping point main cannons. Overdrive – Boost your laser […]

Some improvements and finetuning

Added a warning glow to the edge of the view for the enemies that are situated outside of the view.Gave a slight amount of bonus to the time gotten back from destroying objects.Fixed a few bugs concerning the extra weapon spawning and dice behaviour.Some under the hood optimization and code clean up.

Optimization and bugfixes

Loads of optimization of visual effects that were there on some objects forgotten and unnecessarily heavy to render.Should be way more playable even on slower end computers and mobiles.