Asteroids are on a collision course with Earth! The government of Libertica has initiated a strategy to save the world!
The best of the best have been gathered and of all the candidates, you have been chosen!
Your task is to land on the asteroid and plant a nuclear bomb.But little do you know,
the lifeless asteroids are crawling with alien life, aiming to stop you!
So bag your nukes and put up your fists, cause shit just got real!
Experience the forces of the universe like you never have before. Unless you have been to space, in which case, never mind.
GREAT CARTOONIC GRAPHICS
They're really good, honest.
Music that will rock your pants off.
Randomized levels and rising, nipple twisting difficulty. See how long you will last!
CUSTOMIZABLE TOUCH CONTROLS
Want a d-pad in the middle of the screen? You can!
COMING SOON TO DESKTOP & MOBILE PLATFORMS NEAR AND FAR
I’m glad to tell you that development of Atomic Super Lander is moving along pretty nicely, and we are hoping to wrap things up soon.
One of the last things missing from the game was an achievement system: something to give the player feedback on their career development as a cosmic bomberman. Our initial idea was to reward the player's skill and dedication with unique collectable cards, but after a while the idea of simple achievements alone started to feel a bit too ordinary.
Then someone had an out of the cardbox idea: what if you could play a mini-game with the achievement cards, like build a card house out of them. The card house could be built and destroyed by the player and the more cards you had the more elaborate the house would become. Also building a card house in zero-g environment could be even more fun.
Although the game itself is completely 2-dimensional we wanted the card house to have a 3D feel to it, so that individual cards could float around the room and towards the camera. At the same time we wanted the card room to fit the graphical style of the 2D gameplay. The solution was to combine 2D backgrounds, and 2D animated character with "real" 3D cards rendered on a perspective camera.
We ended up ditching the idea of the player building the card house in favor of simplifying the user experience. Hence we introduced the mysterious Card Wizard! This character would build the houses for you with his inexplicable space magics. You could then poke and punch the creation as much as you liked. Part of the fun in cardhouses is to watch them fall to pieces, especially when someone’s carefully built them.
After a while it became evident that building a steady card house in physics based game engine is every bit as hard as in real life. Still we didn't want to "cheat" or "freeze" the card structure at any point: instead we wanted it to be naturally stable and have organic feel to it, so it would react to the smallest actions of the player in a realistic manner.
The card graphics here are still completely placeholder
The 'Grid' button here takes you to a screen where you can look at the achievement cards more closely and learn useless things about them. The graphics in the 'Grid' and the cards themselves are not yet completed but are functional. More updates coming soon!
Today's update is about planning and drawing a new title card for our game. Check it out!
This week in Atomic Super Lander. Some new Briefing enhancements. Screenshot and animation.
Some new samples of our in-development flight tutorial... with a side order of top-secret documents!
A brief look into the tutorial development of our space game. Some concept art and screenshots.
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