Plymouth Entertainment - SOL [GHOST GUNNER - OUT NOW!]

"Was it a drawer? A cupboard?
None of these, it was.
Was it a cabinet? A basket?
None of these, it was.

For all it was of many things,
And a many things inside.
For it holds of all that stings,
Where are unwanted reside."

Trashcan by Howard Munche

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PLYMOUTH ENTERTAINMENT - GAME UPDATES!

SOL - Pre-Alpha 0.1

!1) New surrounding sprites (trash can, garbage bag)
2) New background tunnel-wall sprite variations (vent, stain variation 2)
3) New tunnel-wall assets - now have ending sprites, 2 variations. One leading into the ceiling, the other has a wire cap.
4) Added new low health effects, which include red flickering and glitch shaders. More effects will be added to screen overlay.
5) Fixed an issue where the player would calculate the ground before the ground is fully realized by the raycast. Now it is more accurate.
6) Re-adjusted the layering to be more visually pleasing.
7) Updated the enemy lighting systems to be less performance consuming. More updates to the enemy frame rate issues will be added in the future.
8) Fixed a long time issue where the dust particles would spawn incorrectly when jumping.
9) Added a quick fix that would only enable particles when in view and could only trigger via the player object, greatly enhancing gameplay performance.
10) Added a HP counter to the health bar.


DATE-A! Remake

!1) Remade and added Samantha button sprite.
2) Added respective animations, as such done with the previous buttons.
3) Adjusted the functions of the lock notification of the locked buttons to be more accurate and flexible.
4) Remade the base button functions to correspond with respective button titles.
5) Samantha button fully implemented.

More updates to come, stay tuned!


BONUS!
Foreground parallax system has been greatly improved! It is now a lot more flexible and no longer has any of the previous issues:D It is also a lot more simplified, meaning less issues with performance!

Here is the remade example here: Foreground Parallax Example

Enjoy! :smiley:

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PLYMOUTH ENTERTAINMENT - NEW SOL TRACK!

It’s been a while since I made a song with the intention for it’s use to be in SOL, but here’s a new one that I’m really happy with! I also returned to beepbox to make this track, since it seems to be easier to make more faster and boss-like music in it, but I’ll be using BandLab for more ambient and dramatic tracks. The new track (titled “Problematic”) is actually a remake of another song I posted here a while ago, I stumbled on it a while ago. Decided to remake it, and liked the results enough to keep it!

Anyways, here it is:

“Problematic” Remake (Plymouth Entertainment; Boss; Fight; Fast)

THIS IS NOT A PLYMOUTH ENTERTAINMENT FREE SONG! THIS TRACK IS CURRENTLY UNDERGOING USE IN PLYMOUTH ENTERTAINMENT PROJECT SOL! DO NOT USE THIS TRACK! please:)

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I am problematically vibing
seriously this is a banger
teach me your ways magic man

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This is some of the most fitting music/sound design that I’ve heard on flowlab, great job!

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Fun fact: I’m a big dummy and never knew you could have more than 4 instruments playing on beepbox at a time. What a crazy world we live in. Anyways, yet another great song! Very foreboding.

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Thank you all for the kind words :grinning_face_with_smiling_eyes:

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Heck, why not:D

PLYMOUTH ENTERTAINMENT - NEW SOL TRACK! (another one)

Remade another older piece, this one being the track that plays after the tutorial finishes and the title card drops after… A sudden stop at the bottom.
Anyways, here is the new track!

“Sudden Stop” Remake (Plymouth Entertainment; Intro; Stinger; Cinematic)

THIS IS NOT A PLYMOUTH ENTERTAINMENT FREE SONG! THIS TRACK IS CURRENTLY UNDERGOING USE IN PLYMOUTH ENTERTAINMENT PROJECT SOL! DO NOT USE THIS TRACK! please:)

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This is a cool one! It’s got a real synthetic punch and the constant change in the instruments playing the melody is fun. Great way to open up the game!

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:ok_hand: :ok_hand: :ok_hand: :ok_hand: :ok_hand: :ok_hand: :ok_hand: :ok_hand:

vibing once again

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Just liked this shot :man_shrugging:

As seen in the Flowlab Discord, grazer is going to be looking into the Itch version of the SOL Demo (Test, not final yet). Hopefully, all issues will be resolved:)

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Just got done with some final tweaks for the SOL opener! Only took a total of 10 hours…

For each from the masses,
I picked up,
And for each I made a grave.

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WILDER’S CREATION 2!

As you heard from my friend @Greggo , I’ve had the pleasure of working on one of the fantastic and whimsical bosses of the upcoming game, which needs no introduction, Wilder’s Creation 2!

I, as yourselves I’m sure, are awaiting the highly anticipated sequel of the Halloween hit, and cannot wait to see what Greggo cooks up this time!

To play the original, Flowlab Featured first game, Wilder’s Creation, click HERE!

More Ply-Ent Updates in the future!
Cheers!

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SOL - PRE-ALPHA - WRITING THE WORLD

Been making a lot of progress in developing world building right now. Wrote up a basic terms dictionary that I’ll use to keep track of everything and the inner workings of Allegory, the Mind Clock, After, and the Whisper substance (as well as much, much more from characters, to locations!).

I tell you this now because I plan to release this terms dictionary after the release of the game, with some sneak peaks here and there.

Writing this dictionary has added a whole new layer of the actual world and characters within it, as well as the location systems and flow. I highly recommend doing this if you plan to write anything, not just games. This process has lead to the creation of the Whisper substance (a substance that prevails within the ruins of the Mind Clock), Beneath (a whole new world to be set under Allegory with it’s whole new set of stories), and After (the final piece of the Munche Trinity).

Can’t really label those as spoilers since there is no explanation, but just know one thing - everything is connected to one single point that is very important.

"The cold concrete walls,
Confine the words of my song.
And echo murmured in the fog,
Has it truly been that long?

I croak and howl in envy,
Wo are those who ponder below.
The cold air now burns my lungs,
From my evil works I sow.

The glisten I saw in an instance,
A loud bangarang, a sound.
Then came the lifeless bodies,
Hitting the floor, depleted on the ground.

They served their purpose,
But I look upon myself, on my throne.
Have I done what I should have?
No, I shall let rats chew my bone.
Yes, the rats shall chew my bone."

Metal Faucet, writer unknown
Found etched into a prison cell wall

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It’s always cool to see your dedication to world building! I can’t wait to experience the story of this game because it’s clear you’re working hard to make it something really cool.

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Thank you @Greggo ! This has been already one of my most complex projects from every aspect of it (thinking about it, my last major release was A-Box…) It’s an absolutely huge undertaking, but knowing that I’ll stop at nothing to achieve what I envision the project to be, it drives me to keep going!

Not to mention you guys! You have all been a great help along this journey!

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The lighting system just got an overhaul!

Higher contrast values, deeper shadows, and a more intense atmosphere has been applied, giving the Tunnel-Way a lot darker style, mostly achieved with the calibration shader… New sprites have also been added to give the walls of the tunnel more of a flow. Also working on some more destructible objects so that player can practice their attacks. Here is a few previews:


More to come soon! :smiley:

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It’s official.

One day.

A-Box ReImagined. TBA.

Bonus. Made a Plymouth Entertainment site:D Plymouth Entertainment

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Amogus :sunglasses: :+1:

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Can someone with regular update the discussion title :sweat_smile:

I’d like it to be : Plymouth Entertainment - SOL [A-BOX REIMAGINED ANNOUNCEMENT]

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