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Dev logs

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Stabika 3
Circle of Pain
Stabika 2

Stabika 3 Dev files

Ok, so alot of you out there are probably anticipating this release alot, so don't worry, we're here to ease your suffering with info and screens to tide you over until the release. What can really be said? I mean we're looking realistically at a late March/early April release ( That's after the whole sponsorship mess is taken care of ), and this episode looks to kick the ass real hard off the other two. We've listened to the cries of the fans. You wanted to be able to control Kade as a free-roaming character? You got it. Defiance mode looks to deliver the experience of actually being Kade, stepping away from the classic button masher/sequence timer of adventure mode. That's not to say we've abandoned adventure mode completely. Fans of the high-octane thrills of seeing Kade leap and soar over deadly terrain with elegance and grace will be pleased with the new adventure mode, now without any slowdown.

That's right. Matt's found a way to make ep.3 100% slow-down free. This means the training wheels are coming off. Stabika will be faster, swifter, and deadlier. And as the sole controller of the deadly experiment Kade, it's up to you to guide him to his ultimate goal: the destruction of The Cure.

(Pics of Ep. 3 )



By the time the guard see's Kade, it will be to late ^



This guy's Fucked ^



Fast reflexes are still a must for avoiding traps ^

Circle of Pain Dev files

Hey guys, Circle of Pain update time. Kinda been slacking as far as updates go, but that's only because so much time was spent working on the game, I don't have much energy left to brag about it, lol, but here it goes. Got some fresh screens from the finished, glitched-out version. Still alot of issues, but really small ones. Nothing really "stumping" us right now, but morely "takes some time" glitch work.



A lot of play-testing going on right now ( the best kind of testing ) and it really feels like we have a winner here. To be honest, there was a time where I was beggining to thing as an 'experience', it would have been cool, but not fare up so well as a 'game'. That being, on paper, or more correctly, in my mind, it seemed like a really bad-ass concept, ya know? Little warriors running on these floating balls, trying to stab each other in the backs. Jumping from circle to circle, defying gravity, almost like that old arcade game joust with a new twist.



Then the little things would come out. These little issues that left us thinking " How the fuck will people not get frustraited with this?" I was afraid my idea of a solution at the time was going to end up like the concept itself, fun in theory, while in actual practice end up sucking major balls. The idea was to add an upgrade system based on points. Earn a set amount of points ( via killing ) and not losing them ( via dying ) would grant you the ability to upgrade your fighter over time, thus making it easier to kill the guys.



The idea actually played out physically in front of us extremely well, and added depth ( much needed at that ) to the game.On top of abilities ( such as how fast your fighter moved, how quickly your adrenaline gauge refilled, ect ) there are cool new weapons you get. My favorite is the grapple hook. Fans of the Stabika series will appreitiate the resemblance to Kade's ropedart weapon. It shoots out and drags the enemy into the tip of the spear for an instant kill. Easy to use, but expensive to buy. Should keep players fighting to earn enough to buy it.



Circle of Pain is closing in on completion. Look for it in less then a month at the earliest, realisticly in about 1-2 months.

5-20-07

Hello, this is the first development entry for the Stabika series. Here I plan to over veiw my progress as a way of keeping track and recording the progress of each game made. Since this is the first entry, and we have already completed the core gameplay, this will be a long one.

I guess I should start at the beggining. For an in-detail look at the history of Stabika, just check the panel that says  (odly enough) history of Stabika. I want to go on for a moment about what made this possible. Sure, like most games you play, atleast this goes for me, you look at the pretty pictures and rate the fact of whether or not the developers  put in any real effort by how well the drawings are done. But the fact is, this game in particular, is simply a movie without the coding expertise of the game programmer named Matt Porter.

I've always wanted to make flash games it seems, but I could never get all the 1's and 0's so to speak. So thanks again Matt, your codes got the game running smoothly and bug free ( so far ).As of how far the game has come to this point, I'd say we have about 60% of it complete. This covers the complete action sequence itself, the first quarter of the cutscene, the voice actor's lines in and added, 5 or 6 sound effects picked out, the first action sequence completly coded, some art and codes for the unlockable " survival mode " done, menus and pre-loader complete with music and working directers. This leaves the finishing of what's metioned above that's incomplete, clean-up animation, and more sounds and coding. Then of course, playtesting the hell out of it.

5-22-07

I have alot of exams and stuff to study for, so I'll keep this brief. I couldn't be more proud of the project. Progress has sky-rocketed faster then expected.Added to the main game, we now have a perfectly running game engine for the " mini game", which is turning out to be anything but "mini". At an early stage, it contains about 180 lines of code, smooth animation, and randomly scrolling terrain. Thats right. This game, that of which we are calling " survival mode ", will have the player doing just that. You are running across endless ladscapes filled with pitfalls and traps. All the while, a timer in the upper left corner tells you in real time how long you have lasted as you hop hurdles and caverns, sliding under mines tied to ballons ( you heard me ) and dodging beartraps and barbwire fences to outlast the highscores and reign champion. It looks to be very promising.

5-25-07

Alright, awsome news to report. Now, not only did I find a way to implament the sound effects to the adventure mode, but I'm completely finished with said mode and all I'm doing now is waiting on survival mode to be completed from Matt. He has spent a great deal of time on it, and he has yet to show me, saying it will floor me with it's completion. This is ganna be good folks. I mean this is the shit fans of the series have been waiting for. Trust me, it's ganna be awsome. The monster in the end is pretty bad-ass. There are a confirmed 3 different difficulty modes for the survival mode. Those of you who have heard of the game Runman's monster fracas will be able to draw an instant comparasin to this little bit of something. It's ganna be as much of, if not a greater, attraction then the core adventure game.


6-9-07

  Ok, so it's not really 6-9, it's 2 or 3 days later, I just really wanted to write something on that date beacuse it's hilarious. Anyway, after MUCH uncertainty, I finally got the game back up to completion. Here's the story: I uploaded an art sample to denvish so I could show it to some voice actors to get a voice ( which I did, she did a fantastic job ) and I got this terrible virus, and had to restart everything, right? Well I thought not due to the fact I had saved it to a disk. Well, I restart the system from scratch, and I go to open it, and I get this cyclical redundancy error shit. I ended up having to send the disk itself to a family friend big with computers to decode 98% of it, and remake the rest ( which I was greatful to do, not as bad as restarting completely ).

 So yea, lots of stress, but me and Matt are confident it will be worth our while, and more importantly, yours. We are so close to finishing I can nearly taste it.

6-10-07

 Really close. In a recent e-mail, Matt said he was anywhere from 1-3 days from completely finishing Survival mode's coding, which leaves only play-testing and sponsorship left before we release it to the gaming public. My next entry will most likely be to inform you of our sponsorship/and/or placement of the game on NewGrounds.

8-26-07

So, yea, took a little longer before the next entry then I thought! Thankfully, It was time I spent working on episode 2, and adventure mode looks awsome, really top quality, and a bad-ass ending with new play mechanics that really add a new layer of struggling for the player. But before I get to that, I guess I should explain about survival mode. Fact of the matter is, is was delaying episode 1. We had actually finished episode 1 and a great deal of episode 2 before all the major bugs could be worked out. It would have seemed so incomplete to the extent of being un-playable, so we made the decision of just releasing adventure mode of Episode 1, which was a smash hit, and I have all of you out there to thank for it. It feels good to see something you've created being accepted by so many people. I guess it would be alot like being the parent of a cool kid. :D

Anyway, Matt assures me that survival mode is looking real good now. There's also a feature Matt is holding a secret I don't know about, so that should be cool to see. If it's anything like the secret I KNOW about in the game ( wink wink ) it should be an interesting addition to the game, and I think those of you who wanted more varied gameplay will not be dissapointed.


9-4-07

So yea, nothing much happening but.... STABIKA 2 IS RELEASED TODAY!!!! GO PLAY IT!

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