KRIEG SPIELEN

KRIEG SPIELEN

@peripheryinteractive.com

KRIEG SPIELEN, an indie game by periphery interactive. In this 1-bit isometric shooter you explore a war-torn, unforgiving world. Without guidance you decide how to explore, survive and end. https://store.steampowered.com/app/5129790/Krieg_Spielen/

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Another request from our first play test: showing an outline, when the player character is obscured. This took a while to figure out, but here it is in a first iteration. #indiedev #gamedevelopment #pixelart #animation #1bit #ドット絵 #ゲーム制作 #indiegames

Our first public game test last week showed us how important onboarding is for the player. Here the first of a set of tutorial animations. #indiedev #gamedev #gamedevelopment #1bit #ドット絵 #ゲーム制作

We are developing the indie game "Krieg Spielen". At the moment, we’re creating concept art for the buildings in the starting area. Players find themselves in a devastated, war-torn landscape. Their only shelter: a half-destroyed transformer house. #conceptart #bts #indiedev #gamedev

Proof of concept for a destruction system: As the wall gets destroyed more and more, it becomes lower and eventually you can shoot over it. #indiedev #gamedevelopment #pixelart #animation #1bit #ドット絵 #ゲーム制作

We found the name for our game! From now on, we’ll be sharing our progress under the new title: KRIEG SPIELEN. #indiedev #gamedevelopment #pixelart #animation #1bit #ドット絵 #ゲーム制作

What the player doesn't see ... objects are constantly loaded into and removed from the world, just out of sight. We optimized the process now and get a much better fps performance on older hardware. #indiedev #gamedev #gamedevelopment #1bit #ドット絵 #ゲーム制作

We placed 10000 objects into the game world as a performance stress test. It's okay, but we are still looking for ways to optimize. #indiedev #gamedev #gamedevelopment #1bit #ドット絵 #ゲーム制作

Chimneys! Our modular building blockouts have new companions. Our video game shows the pointless destruction and desolation of war. One of our visual abstractions is the ocean of lonely chimneys after a bombardment. #indiedev #gamedev #gamedevelopment #1bit #ドット絵 #ゲーム制作

Lots of small things to tidy up, Z order, enemy behavior, triggers, player respawn, save and load states … lots of interdependent things. #indiedev #gamedev #gamedevelopment #1bit #ドット絵 #ゲーム制作

High tech automated long time testing setup (ie a matchstick stuck into an analog stick). Part of performance and optimisation tests we are doing lately. Running here with 60fps on 5 year old integrated graphics. Not bad. #gamedev #indiedev #indiegames #gamedevelopment

We have added the option for remapping keys and controller buttons. No complaints about the layout anymore (hopefully). What are your experiences with this? #indiedev #gamedev #indiegames #gamedevelopment

We are working on our building assets with modularity in mind. This is the first step of the raw blocks, which will be detailed later. #indiedev #gamedev #indiegames #gamedevelopment

Performance improvements! This video starts with 1800 objects on the scene and a struggling fps performance. After the cut it shows the game with object culling implemented and only a tenth of the objects on scene. Result: a much more solid frame rate. #indiedev #gamedev #indiegames #gamedevelopment

These concept drawings were created long before active development on War Video Report started. The early vision for the game was for a much more scripted playing experience, whereas now we are aiming for an immersive world with emergent events and gameplay. #indiedev #gamedev #screenshotsaturday

As many first time devs, we have a lot to learn about scope. Our map has become more condensed. And over time, we gained some clarity about what level design elements are fundamental for the experience we aim for with War Video Report. #gamedev #indiedev

No health or stamina bar. No counter for ammunition. Only the visuals of your character will guide your decisions in our upcoming game. Here, you can see each of the ~650 handmade sprites needed for the soldier. It took many iterations, and we are very happy with the result. #indiedev #gamedev

Multiple levels of cover, destruction states and a new unit: This week's behind the scenes shows our internal gameplay test for the infantry vehicle. 🎧 #indiedev #gamedev

Explosions heard far away. Closing in. Zero line. Daily commute. Contact. We listen, we look, we play - filtered and protected. Lives end on an anonymous battlefield. On our screen. Not on our screen. War Video Report, a game by periphery, is coming soon.

This is our game War Video Report. We have already developed a 2D isometric system and the core game logic. Now we are working on the assets and the layout of our world. You can have a look into our progress at our bsky page. Happy to hear your feedback :) #screenshotsaturday #gamedev #indiedev

The game' trigger system in action. The colored elements are a debug visualization of invisible triggers in the world. Once the line is crossed the trigger event happens. Triggers cause enemy spawns, artillery bombardement, ambient sound changes and also some scripted events. #gamedev #indiedev

Here is a prototype for the trigger system of our game and then the actual implementation. It does not look like much, but getting this to work was quite some effort. Prototyping systems in a separate small program works out well. #gamedev #indiedev

Here the destruction system of War Video Report in action. architecture assets are not final. We are still establishing a workflow that balances the demands of the isometric world, the look and not least: efficiency. #indiedev #gamedev