LDC Studios's Forum Posts

  • This is the first actual gameplay video for Part 2, which will introduce Miki, Amber's sister.

  • Here's a new gameplay image from Grave Prosperity: Redux Part 2! Navigating the darkness

  • Here's a new gameplay image from Part 2!

  • Today we have a 3 part playthrough of GP: Redux on the "Hard Mode!"

    https://youtu.be/iJ1mEfAGX5M

    https://youtu.be/Khri3mK6Gxg

    https://youtu.be/kba1GNjbxpY

    Enjoy!

  • Here are some screenshots from GP: Redux Part 2!

    For Full sized images, view here: http://graveprosperity.deviantart.com/gallery/54457307/Devious-Folder

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  • Here's a quick little clip posted to show that progress is being made on Part 2!

  • DLC "Time To Kill" coming soon!

    The first DLC for Grave Prosperity: Redux titled "Time To Kill" is currently being developed! For anyone familiar with the classic RE3's minigame called "Operation Mad jackal," this DLC will be very similar to that idea.

    Basically you will begin at one point of a stage and have to travel to the end of the stage within a certain time limit. Time will constantly deplete and you will have to defeat enemies along the way to replenish lost time in order to keep on going. The deeper you get into the stage, the tougher the enemies will become. If you run out of time or die, the game will be over and you will lose the points you gained in that session.

    For each enemy you defeat, you will be rewarded with points (similar to EXP) that will go toward purchasing upgrades for future runs through the DLC. As of right now, the upgrades will consist of:

    ===================================================

    *Unlocking new more difficult stages to challenge yourself further

    *Increasing max health and guard

    *Increasing attack power

    *Unlocking more healing items

    *Unlocking a Revolver

    *Unlocking a Shotgun

    *Unlocking an Assault Rifle

    *Unlocking a Flame Thrower

    *Unlocking a Rocket Launcher

    *Unlocking Infinite ammo for each individual weapon

    There will likely be patches added to include more playable characters in the future as well. Also, for players who like to gamble with chance, there will be a point multiplier available after completing a stage. If you're feeling brave, you can attempt a second run through of the same stage with the same stats you just finished with. If you succeed in your second run you will get double the points you made from the first run on top of whatever you earn in the second run through. If you fail, however, you will lose all the points from the first run and the second.

    One more point on interest is an online VS. mode is also in the works.

  • Another patch has been made for GP: Redux part 1! Here is the list of additions/ changes!

    Change Log:

    *Fixed Sound bug in Hotel

    *Added Navigation Button (LT or SHIFT)

    *Added environmental effects (Flies, roaches)

    *Added ability to turn around while blocking

    *Changed blood effects (Tweaked imagery, blood now remains on floor for longer)

    *Reduced final boss's HP by half (The fight was too drawn out and made for a tedious experience)

  • After seeing what gamers had to say after playing Grave Prosperity: Redux I have come out with a patch that should address the main issues!

    Changelog for Version 1.01

    *Fixed spelling errors

    *Added sprint function at the start of game

    *Changed Amber's innitial walk cycle

    *Added machete idle animation

    *Changed Amber's Pause Menu avatar

    *Added Easy Mode (Halves enemy HP and damage dealt by enemies)

    *Added Normal Mode (Default difficulty)

    *Added Hard Mode (Doubles enemy HP and damage dealt by enemies)

    *Added Fullscreen option

    *Fixed bathroom bug for the first aid kit

    Thank you all for your feedback! It is always welcome and can go a long ways toward bettering this project!

  • Yeah I'd say he actually wasn't that bad, especially not after reading all the comments his fans left on the video. I always forget just how messed up the comments section of Youtube can get.

  • Grave Prosperity: Redux part 1 is now available on Steam!! Wow, it's been a long time coming, but it is finally up! Now back to the grind stone on Part 2!

  • CHECK IT OUT!!

    Great news, everybody! Grave Prosperity: Redux has been given the opportunity to go to E3! For all of you out there following this game, please show your support by nominating this game here:

    http://indiescrashe3.com/nomination/116 ... FDAF806439

  • Here is an in-game screenshot from Grave Prosperity: Redux- Part 2! This is showing the new rain effects used as you play through Miki's (Amber sister) part of the story. Rain will splash up off from backgrounds and Miki herself as she explores the streets of Prosperity. As you can see in the image, firearms will finally be introduced in Part 2 as well.

  • 1. Yeah, gotta get right there in line with the monsters. There is a little offset, but not too terribly much for it to not make sense.

    2. That's crazy about the lag. I don't have a super computer by any means, (In fact it's quite dated- 2010) but the minor lag I do get from the fire only lasts while the fire is present. I've been noticing different behaviors on different computers too though. Very strange..

    3. Wellp... That link just says all that needs to be said. Thank God I was born before the 90's set in..

    4. I guess I am too laid back to really see quality by genre. To me genre steriotypes are a lot like racial steriotypes. Sure they were put in place for a reason, but you can't just go through life judging all books by their covers. We're in the year 2015, and dismissing a people or genre because they resemble something negative from long ago is just a foolish way of living. That's how people miss out on some of the best things in life.

    Personally I loved the Dead Space games and all the Resident Evils. Maybe it's because I approached them as a game, and not as a "horror" game. I step into those worlds with one expectation- to have fun. With people placing labels on everything these days and getting all butt hurt when something isn't tailored to their exact specifications, the world has become a jaded and very self centered place. I liked the jump scares of DS and RE and I liked the action packed shootouts as well. They are games. I come, I see, I conquer, I have fun. That's it.

    My game is no different. It's going to have plenty of dark and disturbing themes in it, some jumpscares here and there, and some all out balls to the walls action as well. I didn't grow up in Burger King like many of these over privileged, self serving kids do today. My parents' motto for me wasn't "Have it your way." It was more like, "Accept what your given and be grateful you got it. And if you don't like it, make it yourself."

    5. Oh yeah, horror has been used up to the eyeballs with SO many different stories. You have to think, people have been telling ghost stories forever. Horror is probably the oldest genre, right alongside romance. Fear and love are right there with the most basic and first discovered Human emotions. It's what we've built our entire world around. But luckily, through context, the same story can be told millions of different ways. Every genre does this. People just like to give horror the finger more because they've been desensitized to it, and they believe it is now flawed. The reality is that horror has not changed, we have as a people.

    6. That was my whole point about the games looking like they came right out of the 80's and still getting more love than a sharp, pre-rendered game. Yours fits in perfectly right there with the flavor of the month. It has that retro look and feel, and people are gonna love that.

  • She has a pretty good sized box, but I made it purposely so that the enemies have slightly better reach than amber so that you could not just spam attacks and keep the monsters at a distance that would not allow them to attack. This way Amber is always within attack range and the player is forced to use strategy opposed to just button mash.

    Yup, the little white dots are the splashes. I kept them at only 2 pixels big so that I could use a lot of them. Same with the rain, the drops are a single line that is only a pixel wide. The fire from Part 1 was a pretty large sized graphic, so I think that really helped cause the lag. It was a break in the action though, so I don't mind it too much. With the rain being so small I haven't had any issues with performance so far.

    That's right, I remember seeing your game before. I was always terrible at the Metroid games, as they were the classic Nintendo fair of fake walls and impossible to figure out without a walkthrough or 100's of hours kinds of stages. It definitely has the look and feel of the Metroid games though. I might put in small tutorials for the doors that need to be shot with rockets to open. Even though it may seem obvious to someone who has played the old Metroids in the past (As there is a rocket pickup and a door and nothing else to really do but use the new item on the door), today's gamers will probably not be so quick to pick up on that cue. It does go against the spirit of classic Metroid, but it could serve the game well for modern gamers.

    On the note of it not getting much love because of its art style, I don't believe people really care much about that at all. I've seen tons of games here, on Steam, and pretty much everywhere else on the net that look and play like they were ripped right out of the 1980's, and people dig them WAY more than even my game, with its solid controls, full CG cutscenes, an ACTUAL story, professional voice actresses and advanced 2.5D graphic style. What I'm saying is I think if you market your game right, people will be all over it. There is still a HUGE fanbase for the old-school Metroid. You just may not be reaching them.

    People don't want overly complicated, or "too difficult." They want simple and fun. That's it. The vast majority of gamers today are lazy impatient kids who do not want to take the time to read or figure things out for themselves. They want to be spoon-fed a linear experience that has as few roadblocks or deaths to impede their progress as possible, and tons of checkpoints. "True gamers" still exist, but they are hard to find even in the Indie Market. You'll find more hipsters in this market, who like to claim they know true gaming. Until they rage-quit and prove themselves wrong.

    Stick it out. It can be slightly infuriating at times, but the only one who can stop you from making something great is yourself. That's the true beauty of the Indie Market.