Oakmound has been a little quiet on this blog for a bit and we wanted to jump on and let you know what we have been working on.
Engine Improvements:
A lot of time and effort has been put into updating Oakmound's (now open source!) engine oak. If you are interested in the internals there has been a focus on a 2.00 release which entails a serious amount of refactoring and to support new API changes. Some fun things to look out for here are the integration with our new branch of the underlying graphics library (shiny), easier/more extensible api for internal oak constructs, and many small features such as screen shake.
Agent Blue Full Release:
We have been working on putting all the final touches together for our first release version of Agent Blue. This means we have been finishing up and redoing art, adding a new enemy, updating enemy ai, adding inter game progression, and fixing bugs. See below for some of the new features and updates we have implemented.
Showing posts with label Agent. Show all posts
Showing posts with label Agent. Show all posts
Sunday, November 5, 2017
Monday, August 21, 2017
Agent Blue 0.2.0 Demo
Download the Win64 ZIP here!
Download the Win32 ZIP here!
Download the Linux64 ZIP here!
0.2.0 Changelog:
(This is a very early alpha, the game may crash and is has a number of unfinished levels and assets. Feel free to give us feedback here, or you can email us at oakmoundstudio@gmail.com. We have limited machines to test this game on, so we'd especially appreciate messages about any crashes that the game produces!)
.
Download the Win32 ZIP here!
Download the Linux64 ZIP here!
0.2.0 Changelog:
Version:0.2.0
Bug Fixes:
- Box Physics are more stable
- Levels no longer have pathways to nothing
New Features:
- New Ammo Bar
- Goons have a little more scripting to their actions, and make noise
- Level names are meaningful
- Healing supply points that enemies will now retreat to.
(This is a very early alpha, the game may crash and is has a number of unfinished levels and assets. Feel free to give us feedback here, or you can email us at oakmoundstudio@gmail.com. We have limited machines to test this game on, so we'd especially appreciate messages about any crashes that the game produces!)
Subscribe to:
Posts (Atom)