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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