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Shadow Gangs
An upcoming 2D action platformer Beat 'em up for PC, Dreamcast, Linux and Mac.

HUD done, making the game menus

12/28/2015

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The demo is playable now from start to finish.
All the main game mechanics are done, the HUD is done, and the score display too.

I will be starting to do the menus, and hope to finish them quick as I don't want to spend time on menus (this time can be spent on the gameplay and other fixes and enhancement, and who remember or play a game because of it's menus?).

But still I would like the menus to serve their purpose simply and cleanly.

I had some people asking for lots of action in the screen, there will be lots (the amount will also be related to the chosen difficulty level).

I leave you with a new snapshot of a test level, this one actually showing the cage and some different enemies.
Picture
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New update

12/24/2015

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All the major features are in now.
I have spent most of the time bug fixing the game, and tweaking the gameplay.

All the characters are done, and they all look great.
The new knifeman is incredibly good to look at (and deadly when close :)), and I am very happy with the decision to change it to a better looking version.
​
All demo characters are done and do exhibit a distinctive personality to them, this may sound weird but when you'll play the demo you'll see my point.

There is still more work to do on the demo, and I am planning to add in some surprises too.

Happy Christmas!
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Progress update

12/16/2015

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Development is ongoing on the game, I have been mainly working on the enemy AI.

The AI is nothing like the arcades of old, the enemies will be more aware of their surrounding level, and some can jump over holes, or detect holes and avoid them.

James the ninja for example can follow you anywhere you go in the level, as he has the ability to change level planes just like Dan.

Jordan the gunman also has some better AI than old arcade games, and will duck and hide behind different level objects if they guard him from Dan ranged attacks.

Old arcade games didn't have for most of them much sophisticated AI, and still some games were great.
Shadow Gangs will have better AI, and I hope will be great as well.

The demo is progressing and I am happy with the result so far. Stay tuned!
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Demo level design finished

12/9/2015

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Level design for the demo is finished.

It's longer and bigger than a normal level, harder too (but there will be difficulty mode selection).
This will not be the first level, or any level in the eventual full game. It's more like a special or hidden level.

Next now will be improving the AI, fixing the game code, art, sounds and polishing all the rough edges.

I leave with a new picture of the gunman "Jordan", and will update you as soon as I have something interesting to report.
Picture
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Demo level design

12/5/2015

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I started doing the demo level design and for now 50% of it is finished.
I don't expect the other 50% to take much time, at most it will finished in 2 days.

There will be also 3 difficulty levels in the demo, I want to please all the gamers categories, from good players with fast reflexes, to not so good players. I want everyone to enjoy the game.
Too hard and it will be frustrating for beginner players, but enjoyable for players with ninja reflexes, and too easy and it will be annoying for good players, but welcome for beginners.

So make sure to choose the difficulty that suits you. It won't be easy even is easy mode, so there is a challenge anyway.

Also if you you don't use ranged weapons and use melee moves only you'll get more points, and gain more lifes ( a la Shinobi).
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If the game is to be made, then this important as you'll start the game with a fixed number of lives and there will be no continue, but you'll get plenty of lives on start, to maximise your chances to reach further levels and compensate for the lack of continues

I leave you with a picture of a hostage who will be behind a cage and has to be delivered, and for all who check this game progress, thank you. 
Picture
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