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Announcement

Ruby Quest demo released!

I’m happy to announce that we have officially uploaded the demo and it is ready to play! Please read the instructions via the readme in the zip and message me if there are any bugs/errors/crashes etc. We’ve gone over the game many many times so hopefully you should be able to get the best experience with what we’ve presented.

Also, please give us feedback! We want to know how we can make the game play better for everyone, so anything you give us can be very valuable! Thanks for playing, and here’s to the New Year!

Announcement

Great news! Demo is getting very close to completion!

After a ton of work, Gibmaker and I are getting very close to finishing. I've practically finished my part, and now we must both iron out anymore bugs that we can find on final play tests. That's honestly it. It has taken a little more than two years, but we're happy to have finally reached a good milestone here (though the game is really only 1/4 done). Keep a look out and we'll be sure to let you all know when the demo is ready for playing!

Here's a spooky concept picture I already submitted to Tumblr, but I'll post it here for you guys to see.

Progress Report

New Composer in the team: Nitrosparxx!

I thought I should make a blog since I haven't updated in quite a while. (though don't get me wrong, progress is still pretty steady)

Nitrosparxx, creator of the original fan-soundtrack of Ruby Quest, has joined forces with us to create some truly compelling tracks to echo in the dank halls of the Glen. If you want to check out this fan-soundtrack, here is a link: https://youtu.be/a0qZZ8_483Y?list=PL4B639222C746AF92

He has improved a lot since its conception, and he has already created a few nice tracks for us. With that out of the way, perhaps I can entertain you with some words about progress...and a screenshot.



We've taken out the hiding mechanic since it is impractical from the way the chase system and general gameplay works in Ruby Quest: Undertow. To keep players on their toes, we are adding in a mechanic that will blend in well with a dangerous sequence: door bracing. The details of this mechanic works as such: There are two phases to bracing. Phase one is, of course, the starting point, where you are holding on to a door. While doing this, an enemy can't just easily bust through like normal, but they will bust through after banging the door a little, unless you move to phase two, which will keep an enemy out no matter what, but will drain your stamina at a more rapid pace.

It's somewhat based on luck and you may have to wind up incapacitating an enemy anyway, so while it's not always successful, it's still a useful thing to consider while someone is attempting to eat your cute little rabbit face off.

Yes, we are working on the Electrical Maintenance floor at the moment. Soon there will be two more enemies to make and then shortly after, we'll work on the next floor of maintenance: Hydro Maintenance. Oh sheeeit.



Bye.

Progress Report

Update 7/19/2015



Hey guys! We’ve been going through a lot of technical fixes and several changes here and there, so we haven’t had much of an opportunity to post anything really special, but there’s some good news: The Treatment/Research floor is nearly done, finally! All we have to do is make several more events, and then we’ll be able to move on to lower ground.



While there is that, we have to share some unfortunate news as well. Because of complications concerning our system as well as workload, secondary characters will no longer be playable, which pretty much means you won’t be able to switch between Tom and Ruby. Excluding this feature will save us a lot of time and allow us to make more efficient progress from here on out.

From what you can see in the gif, there are two new things we’ve added in to the game: The ability to shove when you are unarmed and the eye icon on the top right that appears when Ruby can interact with something. We believe these two features will be quite helpful. There are a whole bunch of other fixes we’ve implemented, but they aren’t very fun to go over, so we’ll just leave you with that for now.

Thanks to everyone who is still hanging around and looking forward to the game. It might seem like we aren’t doing much, but trust me, it’s been tough getting things working recently. See you in the next update!
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