Well we finished our game Alien Antix and also our presentation. We celebrated the next morning with this awesome cake made by Dustin’s wife. She did a great job making that logo. The gem also glittered! We like to thank all those who supported us along the way.
Beta Build Avaliable for Download
Head over to our downloads page at http://www.alienantix.com/downloads/ and check out our progress through Beta! Â We will be getting this build hosted on our studio’s website as well during this upcoming week. Â That site can be found at http://www.plutoniumpixelproductions.com/ and contains information about both Alien Antix and our studio’s other game, Tension Rising.
Alien Antix Installer Coming Soon…
We are pleased to announce that we are working on hosting Alien Antix at our studio’s website which can be found at plutoniumpixelproductions.com.  We will make another post once the build has been posted and is ready for download.
State of the Game: Alpha
Yesterday was the Alpha milestone for Tension Rising and Alien Antix. Â As always, We’d like to give the proper respect to Limitless Entertainment for their progress on Tension Rising. Â It shows that they are getting as much feedback as they can and doing their best to respond to what negative feedback they get and to make the positives even better.
For Alpha, there are a ton of improvements since our last post on the state of the game!
On the art side of things: Â For the player, we have more polished animations and textures, and the player is now lit via a three-point lighting system. Â The first of our enemies, the G-Runt, is featuring a new model as well as new textures and animations. Â We have also added the rest of our enemies into the game which include the G-Rammar, the G-Oober, and King Izzy. Â Our first level has had another layer of polish added to it and it’s really looking fantastic. Â Featuring new geometry, textures and plenty of ground breakups to bring things to life, the game is certainly easy on the eyes.
For new game features: We have overhauled the main menu and added loading screens for longer transitions.  Our combat system has now been fully implemented and both attacks, the Jump Boom and Side Bam, are fully functional.  Probably the biggest addition to the game is the gravity platforms!  They are in and not only working with transitions from basic terrain and platforms, but they are working with each other as well.  We have also changed crystal collection so that it is less tedious by having the crystals come to you!  Finally, we have added in plenty of effects and sounds to give the player plenty of feedback for their actions and what’s happening in the world around them.  (On a side note: Custscenes have been temporarily removed since we spent our time on higher priority features.)
We are in a great place right now. Â Our game looks great and just keeps getting better. Â We’re motivated to keep working to improve the game and making it as good as it can be before the completion of our project. Â We’ll check back in with you all after Beta. Â Thanks for keeping up with us!
State of the Game: Feature Fragment I
Today was our Feature Fragment I milestone. Â Our last State of the Game seemed to focus more on the team so this time we will try to focus more on the progress of the game.
Since PoC, we have changed so much! Â On the art side of things, we have integrated a new and greatly improved level, a new model for the G-Runt, and have the first of our gravity platforms. Â We also have implemented all new animations for our player. Â In terms of gameplay, we have the first of our attacks implemented which means the beginnings of combat are now in the game! Â Our movement system has been overhauled, the camera has been greatly improved, and crystals collection will now give the player an extra life once they have collected enough.
The game has been getting positive feedback from persons outside the team who play it and it’s great inspiration for us to keep improving the game. Â We are certainly excited about the game as it exists now and are definitely looking forward to Feature Fragment II and Alpha so we can show off our progress once again.
To stray from our game a little, I’d like to congratulate Limitless Entertainment on their milestone as well. Â Their game, Tension Rising, is looking good too and it’s great to see their progress.
Thank you for stopping by, and thanks for your interest in Alien Antix!
State of the Game: Proof of Concept
First, I want to thank all of the GP staff for taking the time to come by and play our game. We are all proud of what we’ve created so far and were all very excited to show it off. I would also like to extend and even bigger thank you for all of your feedback. It’s always great when we can get an outside perspective on our game to expose issues we may have overlooked and even give us new ideas for our game. So, again, thank you.
Second, I’d like to congratulate Limitless Entertainment on what I would consider to be a very successful PoC of Tension Rising. I was happy to get a chance to play, if only for a few minutes, and thoroughly enjoyed my experience.
Two days ago was our Proof of Concept expo. Generally speaking, I’m very pleased with the build we were able to produce for that milestone. In terms of our core gameplay, we were able to get a great deal of that in. In fact, we were able to get a very solid pass at all of the core player movement into the build, which is outstanding. A lotl of thanks goes to Nate for having so much technology in place as we moved into development which allowed us to really start focusing on gameplay early.
About Alien Antix
In Alien Antix you play the role of Rozz and must save Rockzann who has been kidnapped by King Izzy. The story is presented as a game in the genre of 3D platformers. You must jump around and ascend the volcano to reach King Izzy’s lair inside. The game will be unique with the inclusion of local gravity platforms that the player will interact with. There will be guards of King Izzy that you will combat, but they will be sparse and simple to cater to our younger audience.
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