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Devlog
GYATM - Dragon Edition
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Devlog
GYATM RC2
October 27, 2019
by
IndieImprint
2
RC2 is here! More localization adjustments, squashed the last bugs that have popped up, and made some small tweaks to the intro video. Now comes the final testing for the Gold release next week! We ha...
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GYATM RC1
October 14, 2019
by
IndieImprint
3
Lots of work since the last update, but we've hit a major milestone! The RC1 final is in place. Now it's time to test and test before the October 31s go-live! We're releasing it on Steam first, and it...
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GYATM Beta 4
September 15, 2019
by
IndieImprint
2
Beta 4! First of all, thank you to the streamers who have scheduled (or have already featured ) GYATM beta streams. Your feedback has been heard, and we're working to integrate some of it. This update...
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Beta 1 Updates
August 31, 2019
by
IndieImprint
So far the Beta testing is going fast and furious. Lots of work to adjust the 'medium' detail level to make it a better in-between spec, lots of minor bug fixes. We've completed the Spanish integrati...
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GYATM Beta 1
August 10, 2019
by
IndieImprint
3
#Beta
New Beta gameplay trailer is up: Beta 1 has a lot of little tweaks, mostly to the video (no more screen corruption!). Loads of bugfixes, addition of Spanish localization (about 50% done) and finaliz...
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GYATM Beta
July 27, 2019
by
IndieImprint
2
Beta! It has been a year-long trip here, but finally all the critical pieces are in place. The game runs, the assets are built, the testing has rooted out the majority of the show-stopping bugs. Local...
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GYATM Alpha 4.5
July 06, 2019
by
IndieImprint
3
Localization for Bokmål is now fully complete, which is good. Special shout-out to Sten Pettersen for his help! We will be adding localization for French and Spanish as well. Unfortunately, we have s...
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GYATM Alpha 4
June 21, 2019
by
IndieImprint
2
#dev notes
Lots of work on scenes, animations, and dialog. The cutscenes are no longer built in Openshot and just included, they are entirely built in-game, and shipped as videos just for space reasons. Highlig...
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GYATM Alpha 3
June 06, 2019
by
IndieImprint
2
Alpha 3! We're deep into finishing up the ending, bughunting, and tuning now. Bugs fixed: Units can no longer overlap Units have an actual price Endgame unit can now be built Build dialog has an obvio...
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GYATM Alpha 2
May 24, 2019
by
IndieImprint
2
Alpha 2. So many changes, so much work. In this release, we've completely redone the tutorial/information system, introduced a new character, created a proper intro sequence, begun optimization for a...
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GYATM Alpha
May 10, 2019
by
IndieImprint
2
Alpha is out today! Major changes: AMD video bugfixes, Android forked (UE 4.22 broke Vulkan support badly), new level and soundtrack, over 100 asset optimizations for performance and size. Improved co...
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Alpha coming 5/10/19
April 29, 2019
by
IndieImprint
2
Get your machines ready folks, Alpha drops in 2 weeks! Alpha will be all about story, story, story, gameplay, and assets. We've got most of the major play-stopping bugs out of the way, so now it's tim...
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Ready for Alpha?
April 26, 2019
by
IndieImprint
2
Oh, the woes of using a plug-in. I thought "hey, I'll use a save game plug-in, that'll save all sorts of time". No. So after the plugin (which promised compatibility on every single platform) failed...
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Almost Alpha!
April 19, 2019
by
IndieImprint
2
With only 1 more release to go before we have to be 'feature-complete' for Alpha, we are focused on getting those last items checked off. In this build for Windows, Android, and Linux, we added a spla...
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Linux Pre-Alpha 2, Android Pre-Alpha 5
April 11, 2019
by
IndieImprint
2
Work continues unabated. We've finally added the last really critical unit for the early stage of the game, the Airwell. For those of you who think we're making that up, it's a real thing . Mars has a...
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Linux Pre-Alpha 1 away!
April 05, 2019
by
IndieImprint
2
This week we hit a number of key milestones: Linux alpha testing begins , Android Pre-Alpha 4 Dialog and help systems POC Mobile landscape collision forked and sorted Soundtrack and sound effects PO...
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Mobile Progress and Gameplay
March 30, 2019
by
IndieImprint
2
#android, #mobile
Finally sorted out the landscape collision issues on mobile. Well, largely skirted them, to be honest, we simply create the new structures at the same Z ref as the player, give or take a little bit. I...
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Mobile troubles and asset work
March 23, 2019
by
IndieImprint
2
Working through some mobile physics bugs without breaking the desktop version has been an interesting challenge. We're also starting to clean up some of our 4k textures on mobile, the beginning of the...
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New assets, new mechanics
March 15, 2019
by
IndieImprint
2
#android, #development, #wip, #linux, #unreal
Pre-Alpha 2 We've hit our goal of reaching a second distributed pre-alpha on time. This time we have new assets, improved mechanics, a new menus system, and more of the engine is active and working. F...
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Android Pre-Alpha 1 weekly build is away
March 11, 2019
by
IndieImprint
1
#dev notes, #pre-alpha
We got our first major milestone build out there to our pre-alpha testers. Right now the engine is mostly functional, framerate is 40 fps+ on older high-end Android devices, and 60 fps+ on a PC. We a...
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