We aim to create a fun little game which is playable either in your 10 minutes break or as long as you can stand against the guards in an Arcade like Scoreboard Competition.
There also will be some "Puzzle"- and Adventure- Levels in which Guards and Loot are not spawned randomly as they are in the Arcade Mode.
This Mode will also contain primary goals the player has to achieve in a certain amount of time to get a maximum Score, offering some more competitive gameplay.

Loot It! Will also come for Android and Linux!

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2 comments by Salynrad on Sep 4th, 2012

Hello my friends!

I actually wanted to post this on Sept. 3rd side by side with the two downloads but then felt a little tired and forgot to submit it, so here is some additional information regarding our alpha and the promised Android version:

As you might have noticed the game still doesn't feel very professional at all. This is a result from the fact that we ourselves aren't very professional. To fix this we will do some retrofitting in our code, what will be especially essential for the Mobile version of the Game.

Regarding the mobile version there are some things I haven't explained yet I think, the foremost being why you cannot download it yet. The answer to this is simply that we haven't done much performance optimization yet, with the result being that it is hell of a yanky experience to play on a regular android Phone with Android Version 2.1 (API Level 6 “Eclair”). There is no chance to play it with a phone on a lower API level btw...

I'll upload our current Android Built some time between today and tomorrow. Please keep in mind that it is technically optimized for The Sony Xperia Play!, but there are touch controls and stuff... On the Graphics side it isn't very optimized at all so as already mentioned above it might be a bit yanky... Also there is a chance that the mobile version of the game will differ greatly from the original version and be more arcade like.
 

Another important point is that even though we DO have an iOS5 Licence to port it to the...

iPhone and iPad

we cannot do this for you because of 2 reasons:

  1. To create a build for iOS the Project has to be build on a MAC Computer, Minimum OSX with XCode 4.x installed on it, and no one of us plans to buy a 1000 € Macbook Air (which seems to be the cheapest Apple computer currently available) just to be able to build for a platform I personally do not like at all (sorry apple fans)

  2. We would have to create a developers account for the AppStore as it is not possible to install non-AppStore Apps without jailbreaking the Phone. As this is a costly process (I think 50 € per year or something like that and they get some of the profit) we won't do this in the foreseeable future either.

That brings me to a question for all you Mac users out there: Is it even possible to play Loot It! on your system so far? Please give us as much feedback as possible so we can do some optimizing. Also you might have noticed that I don't have any idea how to actually start the game on OSX so please feel free to correct me if the guide provided isn't helpful at all and you figure out how to really do it. The Linux Version of the game will be ready to download for all of you as soon as we get our hands on Unity4 (yaay, and sorry to keep you waiting guys, it's technically not our fault ;) )



Back to topic. Should you have any suggestions, questions, or bugs you want to tell us about, let us know. You can message us via Twitter...

@Salynrad
@FridgeEater

...write some private messages or comments here on IndieDB
or send me an email. (You should be able to get my email address via my IndieDB profile I think...)

We might also set up a forum or something like that for general discussion as we now have 65 watchers but I'm not sure about this yet. If you want a forum for easier communication let us know.

Now for the...

Known Bugs and Problems

Segment:

  • The "Mission Briefing" menu is currently not displayed at all because we haven't formatted it yet

  • The "Mission Finished" menu isn't correctly formatted, but made it into the build
  • We are aware of the lighting errors that sometimes occur and we're eager to fix them, but aren't really sure how we will do it yet.
  • Sometimes the grass is black. We also haven't figured out yet why exactly this happens but we'll get there I think.
  • The "last 2" rooms of the great house in the tutorial level are empty. This is because I forgot to enable the objects I deactivated during editing and just realized it this morning. This is of course not final and will get fixed.
  • Sometimes doors don't open and ladders won't work correctly. Easy solution: Try to take a step back, this is because of how our "Interaction Trigger" is placed. But if the doors just rotate randomly or do not react at all without being marked or prompting a notice please let us know.
  • The guard in the back alley whlist escapong the tutorial mission is very annoying... We'll fix this too, I have made some mistakes resulting in the guard spawning too early and thus being very hard to predict for the player.
  • If you are trying to capture footage using a program like Fraps and maximize the game via the options Menu it will crash. (This is an error in the Unity3D Engine and the only workaround is to start recording AFTER you've maximized the window)
  • The same problem sometimes also occurs when changing the quality settings of the game
  • We actually don't explain basic movement. In case you haven't figured it out yet, use WASD to move and the mouse to look around. You can also use Q and E for turning to the let or right. (In case someone has a patent on this movement system we will change it to ESDF, WR and invert the mouse movement)
  • The game crashes without warning: If this happens look in the folder you've placed the game in. You should find another folder named Crash_*someweirdstuff*. Send it to us and we'll see what we can do. Make also sure you don't press "H" 3 times in a row while in the options menu as this is the easiest way to encounter this problem.

I'll also replace the current downloadable versions on IndieDB with a new hotfix, platform dependend Code and slight improvements, to keep the downloads Area from getting crowded. You'll recieve a nice "Envelope Icon" in your Main Menu notifying you that the download is ready. Also I'll post the info here.

(I should really get a new Newspost Preview image... The current one is pretty sucky I think)

That's all for now, have a nice day, and I'll see you around!

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Loot It! Alpha - a0.6  Android Version

Loot It! Alpha - a0.6 Android Version

Sep 5, 2012 Demo 2 comments

This is the Android Version of the Loot It! Alpha. It might be a little bit yanky as we haven't done that much optimizations but it would help to get...

Loot It! Alpha - a0.6a OSX Version

Loot It! Alpha - a0.6a OSX Version

Sep 2, 2012 Demo 0 comments

WE'VE JUST UPDATED THIS VERSION WITH SOME MINOR FIXES AND IMPROVEMENTS! This is the First new Alpha build for Loot It! A Standalone in a .zip. Just Unpack...

Loot It! Alpha - a0.6a Windows Version

Loot It! Alpha - a0.6a Windows Version

Sep 2, 2012 Demo 1 comment

WE'VE JUST UPDATED THIS VERSION WITH SOME MINOR FIXES AND IMPROVEMENTS! This is the First new Alpha build for Loot It! A Standalone in a .zip. Just Unpack...

Post comment Comments  (0 - 10 of 55)
Domo_Skully_
Domo_Skully_ May 26 2013, 2:15am says:

Recently (today) I got a Nexus 7 and decided to install this. First of all, it would be very nice to be able to look up. The game runs semi laggy and I don't know how to climb the ladder, but the controls work very well. Needs a bit of optimisation but still playable!

+1 vote     reply to comment
Domo_Skully_
Domo_Skully_ Dec 19 2012, 6:58am says:

Anything new coming soon at all?

+1 vote     reply to comment
Domo_Skully_
Domo_Skully_ Sep 7 2012, 5:31am says:

Lowering the textures, graphics and lighting would possibly improve the mobile phone experience, although, I have no idea how the Unity engine works.

+3 votes     reply to comment
Salynrad
Salynrad Sep 7 2012, 6:12am replied:

Only problem is that the textures in the mobile version are already relatively small and start to pixel out. The second problem is that the free version of unity uses a technology calles "frustrum Culling" that renders everything that somehow is in the frustrum of the camera, even if you cannot see it because it's behind other objects, what is quite annoying as it forces us to use this nasty black fog to hide how small the distance the camera actually renders is. To improve this we'd have to upgrade to UnityPro (what we will do if we ever get our hands on the money) to be able to use Occlusion Culling, but for now I guess I'll have to play around with this a little more and maybe also give the Android Version ingame graphics options to further customize it. Initially I wanted to have this super professional "adjust every setting the way you want" menu instead of choosing a preset one but that didn't work out the way it was intended. Maybe I'll reroll this feature later on in the development process.

+1 vote     reply to comment
Domo_Skully_
Domo_Skully_ Sep 7 2012, 7:50am replied:

Donate button or kickstarter? Can you even use kickstarter with Unity free?

+3 votes     reply to comment
Salynrad
Salynrad Sep 7 2012, 5:15pm replied:

I'm not a friend of Donations, mainly because I feel weird when someone gives me money without a real occasion. Also I don't like the fact that the donating party doesn't get anything for the transaction.
The Problem with kickstarter is that you don't get any money at all when you fail to reach your goal. Then it just goes back to where it came from. and even though ~3000 (+ 1000 for androidPRO) for 2 UnityPro Licenses isn't that much I feel very uncomfortable to know that there are people already having paid for something I'm not sure of if I ever get it into a shape that I myself will be able to call finished. It adds a lot of pressure that could somehow compromise the project. Last but not least there are the Backer Rewards we'd have to offer... Don't get me wrong, we do in fact have some great ideas, but I don't think that we are currently able to manufacture / program most of them as some of them also require UnityPro and a considerable amount of programming knowledge.
In the end we might go in the general direction of a "Freemium Model" meaning that you can play the game for free, but you can actually buy some kind of "Supporters Version" giving you earlier access to some updates or maybe even some exclusive content, but won't have any permanent direct advantage compared to players that don't buy the game. As I've mentioned some time ago, Loot It! will remain free.

If you want to throw some money in my direction though, you can always buy some prints of my works on deviantArt if you like them, or wait until we can provide the "supporters Version" - Deal mentioned above.

+2 votes     reply to comment
FridgeEater
FridgeEater Sep 7 2012, 10:12am replied:

I think we could (we may not earn over 100,000$/year), but I don't think we'd get enough for Unity Pro. Also, I'm not okay with asking for donations, because Loot it! is a sparetime project and you never know if you're able (or willing) to work on it in half a year or so.
But probably we'll let people donate once the game is done and maybe a kickstarter for a mobile version (with Unity pro).

+2 votes     reply to comment
Domo_Skully_
Domo_Skully_ Sep 7 2012, 2:53am says:

Ok, so, I installed and have played on my HTC Legend running Android 2.2 and... IT WORKS! But is laggy, although considering my phone lags on some 2d games its very good. Also I am sure some a little optimisation will help. Anyway yeah, the game works. Great job! (Also the controls are not that great, but will work).

+3 votes     reply to comment
FridgeEater
FridgeEater Sep 7 2012, 3:19am replied:

Thank you very much for the feedback (and for playing it)! We are indeed working on optimizing the game for mobile and I am planning to overhaul the touch controls (although I think Salynrad did a really good job at this).

+2 votes     reply to comment
Domo_Skully_
Domo_Skully_ Dec 19 2012, 6:55am replied:

Its not that the controls are bad, its just my phone lagged to much for them to work.

+1 vote     reply to comment
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Loot It!
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Monopolygon
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Jun 5 2013, 6:45am

@mollstam took a screenshot, hope that helps : 3 T.co

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@sasGames I might get there later I have some family business to resolve...

May 16 2013, 1:43pm

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May 15 2013, 4:28pm

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