Denizen is a 3D arcade shooter. As a player you navigate through surreal and colourful environments and visuals. We like to call it a "neoretro" style. It features over 20 different enemies all with their own abilities and weapons. Denizen also features a licensed soundtrack. Hope you like beats!
The game will initially be released with one campaign, titled "The Domain", composed of 5 worlds containing a total of 15 levels, with a least 2 free updates planned at this stage. All levels contain a boss fight at the end. At the start of each level some story elements are revealed to you about this unique world.
You navigate by using the v-pad (virtual pad :) on the bottom left which is actually designed to simulate an analog stick, so momentum and speed could be easily controlled. You can attack single enemies by tapping on them, or multiple enemies by swiping your finger across them. In turn, enemies will rush in waves and will either shoot at you, or try to collide with you. "Nodes" are scattered throughout the levels for you to collect.
Thanks and enjoy!
Denizen is our latest game. It's coming to the iPhone and the iPod Touch later this year; pretty soon indeed! For now please enjoy these screenshots of the game's Elysium chapter and let us know what you think. Cheers!
We'll be releasing more details, such as story and gameplay videos about Denizen over the next couple of weeks. To find out more, subscribe to this blog.
Got any questions? Want to find out more about Denizen? Follow us on twitter and keep up to date.
We submitted the first major update to Glide Factor this week so expect it to pop up on iTunes in a few days. We call it the "Kappa Lamda" update and it includes
Make sure you get it when it comes out!
Actually, it's just the instructions screen that you can access from the main menu. We wanted to be able to convey the full use of the game without using a single word, just a few nice looking icons.
The top part of the instructions screen explains the controls. The fact that the only movement instructions are the direction towards which you have to tilt the device has some implications. It does not specify how the device is held or its angle towards the ground, which means that from a usage standpoint, the player would be correct to assume that they can play Glide Factor in whatever position they are comfortable in; whether that is sitting in the Metro or lying on the couch. For us to be able to accommodate this correct assumption meant that we had to do some extra work behind the scenes.
Glide movement using the accelerometer
The work below is located in the accelerometer callback function. Set the frequency of the callback to whatever is most suitable to your application. Glide Factor runs this at 20Hz.
The shake bomb
In order to detect that the device has been shaken apply a high pass filter to the raw acceleration values. Then take the square root of the sum of the squares of the filtered values to compute the intensity of the current acceleration. If the intensity is above a certain threshold then the device has been shaken!Hopefully, I will be able to post some code soon. If you would like to follow up on this, just leave a comment here or on twitter, or drop us a line at firstname.lastname@example.org.
Glide Factor will be available in this month.
In Glide Factor, the player glides through twenty challenging and thrilling courses over four fantastic worlds. Each level is filled with challenging obstacles that tests the player’s abilities in control, speed and reaction time. The game features unique motion controls and smooth gliding physics. Badges are awarded for the completion of challenges, such as beating levels or winning flawlessly without hitting any obstacles. Collect all fifteen badges to truly master the game. Glide Factor also supports online high score leader boards for its players.
Glide Factor features: