DragYou releases the negative build video, and a little bonus!
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Wake up. Where are you? You are alone. The desert stretches out for miles, yet, you do not want to leave home. What is home? Home is a small tin shelter made of scraps. Who else is here? You don't know. All you do know is that you can make your home a better place to be. Collect food, discover resources, build structures. Night starts to fall. The night is cool and wind starts to pick up. The sands starts to blow and damages your eyes. You head back to your home for the night for protection and a good night's sleep.
Wake up. Where are you?
From //Drag_Tech studio comes a new narrative survival game labeled "Ground Dweller". The game is now in development for Flash and iOS, and eventually Android in a 2D engine called "Stencyl". The tech demo/concept demo will be developed over the next few days on a Java-applet development tool called "Scratch" in 2D and using Drag's terrible artistic skills using Paint.net and Adobe FireWorks.
The t/c demo will be focusing on the core gameplay mechanics and how they will be played on the actual release. The the game will be in top-down 2D and will take place in a desert environment with the resources scattered around the map. You can collect resources for food and building materials, and when you have enough, you can build structures for your home.
The narrative will be different. There will be very to little dialogue, most of the story coming from the characters and the environment themselves. This will make the player think about what is happening in the game world, and what part you are playing in it.
DragYou //Design//Pixel Art//Programming//Writer//
Where does it go? All donations go towards asset payments and engine payments for the full game. NONE of it will go directly into the developer's pockets.
Greetings, everyone, my name is DragYou and I am here today to talk about why I take so long to update my game. Lately, I have been working hard on my finals, although there are still weeks away. School is a hard-hitting hammer on my head and is basically cause my brain to burn out a few times every now and then. I have not had much time to work on the game, only about 10 hours a week if I'm lucky and I'm only completed the proposal and finished some character sprites. In all honesty, this is going to be a cruel road.
The engines have shifted, once again, and the completed game will be released in 2D since 3D requires a lot of modeling, which I am not too fond of, so I have decided that I will be completing the game in Stencyl, and it will be releasing on PC and possibly iOS and (possibly) Android in the future. For now, the game is still a small little embryo, so don't expect it anytime soon. I plan to have a deadline for the game by the end of June, after the finals have completed.
As for the donations, they WILL be put to good use, although I have only gotten two. They will be used along with my own personal money to buy the Stencyl license which ranges from $79-$199 at the time of writing.
It will be distributed as flash on Kongregate, but future versions will be released as a standalone after using Adobe Air. All donators can have a pick of a sprite of a .swf file at the first release, and the full Adobe Air afterwards.
Finally, I will be uploading the entire proposal/theory of the game by the end of June along with the set deadline. This will include the story, mechanics, character sprites, and map layouts. I don't want to make any promises that I will be able to upload everything. As it stands, the sprites alone are about 100mb in a .bmp format. I might upload the proposal in segments, but for now, it will stand as is.
Thank you for your time. Again, the page will be updated constantly once I have enough time. Update videos will be going out soon and another channel will go up in time. Until then, thanks everyone.
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