Alpha Revolver Games


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Coming back

Hey guys,

So I returned a few days ago and we have discussed what’s going to be happening moving forward, as our programmer Steven will now be undertaking a part time position within our Indie project as he now has a job. So whilst things are going to be a little slower than we like, we will still be working hard on the game to get it out as soon as possible, but not at the expense of reducing our vision or the quality of our game. We will however have to be as economical as possible.

This frees up time for Malcolm and I, and whilst we have plenty of time with this project, we also agreed to start the foundations on our next project together so its ready in prototype form when our game releases. Little Monsters’ will always be our top priority up to release and after in terms of insuring patches are made based on global feedback. We have every intention to continue supporting this game with content updates, as long as people enjoy the game.

Our Composer and SFX artist Garry is leaving after finishing up the remaining SFX for Monster Mayhem and all the music. However that means we need to find someone else to do the remaining SFX and potentially some trailer music. If that someone is you and you want to portfolio experience and percentage cut then please contact us at alpharevolvergames@hotmail.com

Moving forward we are on our final mini game, and working on the final version of the base game, so the end is in sight. We will be working towards our next game but only when we have free time and resources to do so.

Thanks for reading folks

Darius


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This Week,upcoming holiday, SFX & Musician news!

Hey guys,

I haven’t made huge leaps and bounds at this moment in time due to a number of factors. Currently it’s a hard time for a few of our team members which means that production for a week or so will be slow, however it will pick up pace. Some of the design for the new mini game and base will need to be discussed which I am hoping to do today as I will be going on holiday next week until 14th April, hopefully returning to work on the 15th April if my sleeping pattern is in order, but no longer than the 16th. The reason is because I will be travelling to the USA for just under 3 weeks to visit family and attend a wedding, also its a much needed holiday for both my partner and myself.

The total travel time is 24 hours which includes jumping on three different flights. During the time we are away Malcolm will be staying at my place to look after our cats and watch our flat whilst we are away, but he will still be making progress on the artwork that still needs to be done, during this time he will also be making design decisions that need to be made and handling some of the PR. His main focus will be working on the base game alongside Alex and getting it to a higher quality with some more features. With Steven he will be working more in a designer sense until Steven is ready for artwork, that’s not to say Malcolm will not be preparing art work, but first and foremost we want to get a properly working prototype tested before we begin art implementation.

I will be contactable by all members of the team whilst I am away so any decisions or opinions I will be able to give whilst on my holiday. I plan to work more on our potential future projects whilst thinking of other additional ways we can improve this game without delaying the release too much, but adding enough substance.

In other news Garry will also be leaving to go to USA however his is related to Music so we have had to cut down some Garrys work. The only things that will be left once Garry leaves will be SFX for the new game and the base game. All music has been covered by Garry ensuring that our music is consistent. In terms of SFX all the SFX for Monster Mayhem are nearly complete except a few small tweaks, the air balloon game is also ready to go.

We are looking for a skilled SFX Artist, potentially who could do music for trailers or other things if required. We are really only looking for a graduate or someone who has a strong portfolio and is not looking for payment up front, but instead a certain percentage. Money should not be the focus of the applicant, instead it should really be about filling up their portfolio. The game is nearing completion but still has some work left to complete, and you will be credited alongside Garry for your work on the game when we commercially release the game for free on iOS & Android and potentially other platforms. This is also a great opportunity to showcase your skills and talents in order to work on our next game. Make sure that if you are interested to email us at alpharevolvergames@hotmail.com and make sure to inform us that you have read this message, so that we know you are aware of whats required.

Returning from my holiday we will be doing the final pushes to get this game ready and to release it, a lot of work will be carried out by the entire team to ensure that we have a fun high quality product ready for release. I will also begin drawing up plans and potentially a prototype for our next project as we move forward and only after Little Monsters’ Grand Adventure work is complete.

Thanks for reading, I will make another post when I return, but until then stay tuned folks!

Darius


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Artist Update 017 – More Base Content

I’ve been looking over the dynamics we have in so far, giving feedback to Alex on some recommended tweaks. And so far so good. Things are coming together in the base game. in addition to the 10 Backgrounds I’ve made some more :

Electric Nodes (AIR)

In this Background the nodes will be struck with lightning and burst with light at irregular intervals.

Air BG3(skyless)

Flower Fields (EARTH)

This Background will have petals floating in the wind and perhaps more fire flies, or other insects like bees perhaps. We will see.

GRASS BG 3(skyless)
I still have 4 more BGs to make, but they will be unique un-lockables for each biome. I have a few Ideas on how they will look. Check back next week to see what I whip up.

Malcolm


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Short Designer Update

This week I had a lot of personal stuff to sort out, however we managed to get things done.

I re sized the rock pet as I felt he was too small. I changed it to a square sprite so it was much easier to do a quick re size in future if we ever needed it.

We had a couple of big meetings about both the base game and the treasure hunt game. Malcolm and I discussed the different areas and the potential dynamic. It was important to me that whilst the big things are great its the little details that are important as well. The new areas and dynamics are shaping up nicely. In terms of the treasure hunt game we have thought about maybe having a main enemy rather than multiple has a bunch of enemies and traps might be too much and might make the game more annoying than fun. Our Treasure hunt game is procedural generated in terms of dungeon layout which means that no two playthroughs should be the same.

We are starting to get the fixes and new SFX from Garry for Monster Mayhem so our next stage of testing will begin very soon. If you are interested make sure to comment below.

Moving forward I need to ensure that the base game and Treasure hunt game goes smoothly and sticks to the design and at a good pace. I have done a lot of preparation for our future in terms of having around 10 new game ideas after a few more ideas we will discuss what the next step is and whilst prioritizing Little Monsters, I will be setting up our next project and look for potential funding.

Thanks for tuning in folks,

Darius


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Main Game Update

We got all the pets in. The shop is set up and we are just waiting on adding items as they are created. My current main focus is adding in any new backgrounds and other cool effects we want in the biomes the pets will be staying in. Most recently I finished up a little weather system. We have a system set up for making it rain and have other dynamics change how they behave when it starts raining. Also if you see any caves in the biomes expect to have something staring back at you.

I also added in the Rock pet again. The old one was cool and all but it was a bit to small. We decided to make it the bigger creature it was meant to be.


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Artist Update 016 – More Content for Monster Environments!

After finishing up Monster Mayhem we have been taking some time to look at where we are all progressing to next. A couple of good team meetings later and we are all on renewed paths for the next mini-game, the shop and main game additions.

Now that all 12 pets are ready to roll its my job to get the rest of their associated assets sorted. wee icons, buttons and thumbnails. Also each monster has their own background that comes with them, and an additional background for each element. So in total 16 living environments for your little companions and on top of that each needs dynamic background and objects, like clouds, fireflies, thunder & lightning etc.

Here are two of the latest environments :

Meteor Landing (FIRE)

FireBG3 Blog(skyless)

Seaside Beach (WATER)

WaterBG3 Blog(skyless)

With weather, day/night cycles, and little touches of dynamic events in and objects the backgrounds will be brought to life making the simple task of looking after a monster feel much more immersive.

Stay tuned this week for more updates from the rest of the team and what they’ve been working on!

Malcolm

Featured Image -- 2049


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Big Game for Little Monsters: Preview: Little Monsters’ Grand Adventure

Originally posted on Mixer Gaming:

I'm loving the cel-shaded look of this game I’m loving the cel-shaded look of this game

Over the past couple of days, I have been having a bit of a correspondence with an indie video game developer, and I’d like to share a bit about what we talked about with the rest of my readers here.

Alpha Revolver Games is developing a cool new mobile title called Little Monsters’ Grand Adventure (LMGA). LMGA is a 2D pet simulator that lets players collect and take care of a variety of different pets. One of the main gameplay experiences of LMGA will be the ability for players to engage in mini games with their pets. LMGA will be especially cool for me because of the cel-shaded art style. There have been some really cool cel-shaded releases in the past (The Legend of Zelda: The Wind Waker, Viewtiful Joe), and their main draw has typically been their cool, stylistic art.

Little…

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