yeah! our free game, Cyborg Deejay, is about to be completed.
Main code has been written, tested and finalized. Mixing routines done and working
Dancefloor routines done and working
Champagne bottle routine done and working
now that the game is completed, we would like to share with you a summary of its development and its key features.
main idea started 3 years ago and it spawned across different versions of the game, with a lot of variations, addons, and re-project the concept from scratch. Many design and code mistakes have been made during development, partially because we are mainly videogames lovers, rather than programmers, and partially because this is an hobby for us(even we dream of making a career in videogames industry, of course). The game core idea crashed into something stupid or unplayable many times, and we had to be humble. We had to recognize our mistakes and restart again from zero. We learnt the most important lesson: only because you have created it doesn't mean that other people sees it the way you see it.
And yes, criticisms have helped us more than anything else to improve, even when giving up seemed to be the most reasonable option.
Somehow we made it. Slaves of the Darkest is now what we wanted it to be since the very beginning:
We crafted our love for science fiction in all aspects of the game, from its graphic design to its sounds, rather than building a huge intro that probably nobody would have read.
SOTD reflects our love for 70s Heavy Metal magazine comics, for 80s videogames, for science fiction art made by men(not the digital one), and we have tried to recreate this kind of feeling during the game, a sensation of real hardware, real big noisy ignorant laser, real meaty enemies to be beaten.
Game can be started without knowing anything about it. You can play it using just 4 direction keys or wasd, because PROAICOS engine will always guide you during fights.
the more you play, the more you will learn better how to make special deadly attacks, parries, powerups, and while doing so, you will always have the freedom to pass from one stance to another by just using one button. This kind of design made possible that SATI is the ultimate fighting weapon, capable of standing endless hordes of enemies.
The PROAICOS engine has been tested extendedly by 4 players which helped us to improve it, and we want to thank them for the passion they gave to their task. after each testing , we have been able to retune PROAICOS until we have got an instrument of control that responds immediately and returns strong feedback to the player.
SOTD features are many, and in some ways they differ from the standard path of a fighting platform.
Yes, we have platforms and we have enemies to fight.
But there are also various minigames the player must complete to proceed: fake 3d sessions, cyberbike rides, pinball, hidden bosses, time triggered events. All these elements move away from the standard design, even if they come and go smoothly during in-game action. And this is another key feature of the game: action 100% but SMOOTH. lots of things happen and this may sound confusing, but in every situation we made sure that player has full control over the game and can succeed whatever it happens.
Since we are crazy meticolous people and we want SOTD to be just downright perfect, we are taking some time to run tests and adding some nice features here and there. In the mean while we wanted to do something summer related. Takaraman is programmed for deejay sets and club laser beaming, so he made this mini game we will release for free:
Takaraman is selecting the tracks and fx and... oh, yes, you will be a deejay in a club and you have to mix track in a cool way i norder to get the audience dance.