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Progress Report
Update: Version 0.08.13
- Finally decided which is gonna be the game title. Was made with the help of Keedrea (thanks!). She is a game developer and talented pixel artist.
Also changed to a more custom menu.
- Realised the game was too much explanatory in the beginning (something I hate as a player), so I changed a bit the start. Added a prologue from a different point of view. It’s an “In media res” and it shows some events of the middle game, when situation is gotten more desperate. This, hopefully, will create expectation to the player, while warning him there’s hard times to come.
Jake, main character, awakes in a dark hole with his helmet broken. How he got in there? Well, you’ll need to play to see.
Worried for his buddy, Henry tooks the playable character role. While exploring the station with him, the player will encounter a mysterious passenger. This will be the first boss of the game. Fixing the mechanics was not easy but I am very happy with the result.
- This new start forced me to create new scenarios, like for example, the spaceship you use to arrive to the station. It will work as a sanctuary where you can save and recover Mental Points. I wanted quite responsive and unique so worked with Parallax Mapping for this one.
- Displayed health bars for the player and the enemies.
- Created the kennel area graphics.
- A lot of hours spent in character sprites. Created Henry and a lot of new poses (using pistol, unarmed, laying in the floor, crouching, sitting down, using radio, taking helmet off).
- Wrote the current dialogues as a script, in order to got its english grammar reviewed.
Markus (AudioCabin) developed the music and he is currently working on the Title Song. Excited with this results and expecting to share finally the demo with you.
Also changed to a more custom menu.

- Realised the game was too much explanatory in the beginning (something I hate as a player), so I changed a bit the start. Added a prologue from a different point of view. It’s an “In media res” and it shows some events of the middle game, when situation is gotten more desperate. This, hopefully, will create expectation to the player, while warning him there’s hard times to come.
Jake, main character, awakes in a dark hole with his helmet broken. How he got in there? Well, you’ll need to play to see.

Worried for his buddy, Henry tooks the playable character role. While exploring the station with him, the player will encounter a mysterious passenger. This will be the first boss of the game. Fixing the mechanics was not easy but I am very happy with the result.
- This new start forced me to create new scenarios, like for example, the spaceship you use to arrive to the station. It will work as a sanctuary where you can save and recover Mental Points. I wanted quite responsive and unique so worked with Parallax Mapping for this one.

- Displayed health bars for the player and the enemies.
- Created the kennel area graphics.
- A lot of hours spent in character sprites. Created Henry and a lot of new poses (using pistol, unarmed, laying in the floor, crouching, sitting down, using radio, taking helmet off).
- Wrote the current dialogues as a script, in order to got its english grammar reviewed.
Markus (AudioCabin) developed the music and he is currently working on the Title Song. Excited with this results and expecting to share finally the demo with you.
Progress Report
Update: Version 0.06.05

The demo is ready and I am waiting only that Markus Lappalainen (AudioCabin)adds his thrilling music talents to the project.
I worked in the graphic improvement. At this point I am glad to show you the main character with and without helmet, and some sprite advances for what is coming on more advanced stages of the game.

Also, I finished the tilesets for a unique and important area in the game: the workshop. One of the few lightened places of the dark station where No Longer the Earth takes part(altho you need to power it by yourself)
In the workshop the player can recover from stress and also craft new items / repair damaged equipment. Mostly armors, that decay any time the character is hit by an enemy.

Also, I added a new image to the intro in the beginning. The planet was commisioned by the sweet artist Keedrea, thank you! I did the orbital station.

Hopefully my new blog post is only to tell you that the music is ready and you are able to play the first 45'-1 hour of No Longer the Earth.
Progress Report
Update: Version 0.05.03
Hello there!
Been working on some features on the game. Hope you like them!
- Finished the dog's animation
Wild dogs are gonna be the common enemies, alongside with turrets, at the first stage of the game. Their purpose on the game is to make the player spend bullets. But also they can be a real threat, since they make you bleed and can be tricky to shoot, specially because of the darkness of the station.
- Almost fixed the combat system
It's an event system and a real pain in the ass, but I prefer it before using scripts. I learned a lot from this page's tutorials, so thanks a lot to this kind people that shares own experience here.
- Crafting
Strict to my idea of not using scripts when possible, I developed a very easy crafting system. Crafting is a skill type and each recipe is a new skill. What I do is that when you have 2 items that could combine as a new one, the game adds a new log feature and the new skill. Common event call from the skill, and variable condition: if you have the items, they are replaced for the new one.
This is a super easy system. I always thought that the simpler, the better!
- Working on the radio feature
Another feature of the game is veing able to call anytime your buddy. This grants you extra info on quests, areas, and adds a lot of narrative to the game. I hope that, thanks to the radio, the player feels he has a friend on the other side, a real character, and not only a portrait.´
But, as you may have noticed, triggering each type of conversation depending on conditional branches, variables and common events means a lot of work. Anyways, this is writing so it's not the hardest part for me.
Well, this is it at this point. I hope demo can be upload soon. What do you think?
Been working on some features on the game. Hope you like them!
- Finished the dog's animation
Wild dogs are gonna be the common enemies, alongside with turrets, at the first stage of the game. Their purpose on the game is to make the player spend bullets. But also they can be a real threat, since they make you bleed and can be tricky to shoot, specially because of the darkness of the station.
- Almost fixed the combat system
It's an event system and a real pain in the ass, but I prefer it before using scripts. I learned a lot from this page's tutorials, so thanks a lot to this kind people that shares own experience here.
- Crafting
Strict to my idea of not using scripts when possible, I developed a very easy crafting system. Crafting is a skill type and each recipe is a new skill. What I do is that when you have 2 items that could combine as a new one, the game adds a new log feature and the new skill. Common event call from the skill, and variable condition: if you have the items, they are replaced for the new one.
This is a super easy system. I always thought that the simpler, the better!
- Working on the radio feature
Another feature of the game is veing able to call anytime your buddy. This grants you extra info on quests, areas, and adds a lot of narrative to the game. I hope that, thanks to the radio, the player feels he has a friend on the other side, a real character, and not only a portrait.´

But, as you may have noticed, triggering each type of conversation depending on conditional branches, variables and common events means a lot of work. Anyways, this is writing so it's not the hardest part for me.
Well, this is it at this point. I hope demo can be upload soon. What do you think?
Progress Report
First steps into the darkness
Being a solo developer it's a slow process, you already know that, my indiedev fellas.
At this point, it's been some months of work. I take hours from my free time, and summer was bad to develop due to job obligations. Then I had my week free and I feel I did giant steps. I focused a lot, it was a bit stressful. But some results came by :)
Still working on character spritesheets. From left to right let me introduce you Henry, cyberdoctor, Fedra, survivalist, and Jake, technician.
Jake spritesheet is finished and able to move in the space station, yet it's still subject to change due to better shadowing.
Also, StarSkipp noticed the crash between the character sprites and the background. That was I am still working on the Tilesets. His comment motivated me to don't setting aside this feature. I pushed some pixels hard. This is a small sample, yet more is still to come.
Also fixed main events on the game. Gameplay depends on them and they have been a real pain in the ass, so it's a big satisfaction to realise you mastered them.
At this point, I am working on mapping, eventing, and completing the first demo, which will include Chapter 1 + 2
I will tell you more in the future.
Vic White
At this point, it's been some months of work. I take hours from my free time, and summer was bad to develop due to job obligations. Then I had my week free and I feel I did giant steps. I focused a lot, it was a bit stressful. But some results came by :)

Still working on character spritesheets. From left to right let me introduce you Henry, cyberdoctor, Fedra, survivalist, and Jake, technician.
Jake spritesheet is finished and able to move in the space station, yet it's still subject to change due to better shadowing.
Also, StarSkipp noticed the crash between the character sprites and the background. That was I am still working on the Tilesets. His comment motivated me to don't setting aside this feature. I pushed some pixels hard. This is a small sample, yet more is still to come.

Also fixed main events on the game. Gameplay depends on them and they have been a real pain in the ass, so it's a big satisfaction to realise you mastered them.
At this point, I am working on mapping, eventing, and completing the first demo, which will include Chapter 1 + 2
I will tell you more in the future.
Vic White
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