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Did you get to the site via MARDEK 3?
Yes.
No, I've been a member for a while.
No, I've been a visitor for a while.
No, I got here recently but by some other means.
 

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Weekly Update
Posted on 25/07/10

 

Games!
These are most likely the reason that you are here.
I make rather deep games in Flash. They're more than just the casual, 5-minute sort of Flash games that are meant to give some light entertainment during a short break; they're more like console games, perhaps.
They tend to take a while to finish. I will try to include my progress and approximate release dates on the pages for each game, and I'll try to update those every so often. But keep in mind that many factors come into play that make any release dates nothing more than a wild stab in the dark.

Click on the name or icon of a game to go to its page.

Finished Games

This was my first 'proper Flash game'. It's not as deep or well-made as my more recent attempts. It's a pretty standard side-scrolling shooter, which I made as a 'sequel' of sorts to the very first game that I ever tried to make in Flash, which was sort of the same except you played as a 'turquoise dragon'. Hmm.
'SMECOF' lets you play as a 'Cyber Ortek': a cybernetic, two-headed dragon-like creature from the Draco System; a star system that I designed when I was young and which I explored in varying degrees of detail throughout my childhood, mainly through drawings. So this has a factor of reminiscence for me... But anyway! Maybe one day I'll use the Draco System inhabitants again in a different game.
(Note: This links to the game on Newgrounds.)
Status: As finished as it'll ever be!

This is the original version of the first chapter of the MARDEK Saga! Control is poor compared to later versions, but this is where it all began...
Play as a hero named Mardek as he saves a princess from a dragon! Or is there more to it than that...? (Hint: Yes, there is.)
Status: Finished!

This is the original version of Chapter 2, released back in 2007. It's how a lot of people got to this site.
It's a rather long, in-depth RPG; probably about 4 to 10 hours of play time in total. Mardek has grown up since Chapter 1, and become a 'Royal Guard'... but due to the Annunaki spirit residing in his body, his life is about to get a lot more difficult!
Revamped versions of the first two chapters will be included with Chapter 3, when it's released.
Status: Finished!

The third chapter in the story of MARDEK. Mardek is now a Royal Knight, who's sent on various missions for the King. Of course, things aren't that simple... And Rohoph's still alive; the Governance de Magi can't be havin' with that.
Chapter 3 will include oodles more party members, and less linear gameplay. Exciting.
It's taken forever to make - three years! - because I've recoded the engine from scratch, which took a while and many failed attempts, and removed a lot of enthusiasm that I had for the game. It still plays very much the same, but the underlying code is more organised, making it easier for me to work on.
This chapter contains 40+ hours of gameplay, and includes remade versions of the first two chapters.
Status: Finished!1

This was originally 'Raider 2', but since the original 'Raider' was never finished, this one took the title and that became 'Raider Zero'.
I was a big fan of platformers before I ever knew about RPGs, and spent my childhood designing platformer levels on paper, etc, so I wanted to make at least one platformer at some point.
It was never meant to be anything special; just a sort of generic platformer, in a pixelated style. However, due to my level-making approach, what it ended up as was something fiendishly difficult that only the most devoted players can finish at all!
It was originally going to be released in five parts, but that may not happen due to the lukewarm reception of the first two.
Anyway, in this, you play as 'Arkus Zei', a Cyrian 'space pirate' who makes a living from raiding dead starships for treasure. He comes across a drifting wreck, and investigates...
Status: Finished!

This is the second episode of the pixelated Raider, keeping the same level of difficulty (or is it MORE difficult?).
You play as Arkus again, investigating a crumbling tropical ruin on an planet that his new companion has directed him to.
Status: Finished!

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Games currently in development

Originally, Raider was supposed to consist of five Episodes, which told a story between them. However, the first two weren't nearly as successful as I hoped, and it's embarrassing to even think of releasing another three knowing that the others 'failed'.
So what I plan to do instead is just have one game consisting of the original story in its five parts, but with completely redesigned maps. The levels will hopefully be easier and more 'fun' and Arkus will be able to move in more interesting ways.
Rather than just having five huge levels, there will be five 'zones', each with several short, easier levels each. This will make the game more manageable, I think, and more fun too.
You'll also be able to travel around a sort of 'world map' between the worlds; you'd fly around in Arkus' ship exploring sectors of space and finding loot or optional levels; it'd be sort of like the sea in Zelda:Wind Waker.
I'll work on this after MARDEK 3 is released.
(I've yet to finalise a title. Ideas like 'Raider - Complete', 'Raider - Saga', 'Raider Adventures', and 'Raider: The Adventures of Arkus Zei' come to mind...)
Status: Coming Soon, maybe.

A 'monster collector' RPG, very similar to Pokemon (I love the Pokemon games, and was trying to attempt to emulate them with this... I make no claims of being original).
It's set in a post-apocalyptic era, where people live in a VR world for various reasons! But this world is overrun with rogue AI 'creatures' called 'Beasts', which can't be destroyed but which can be caught and used to destroy eachother... Or something.
Currently, there is an Alpha of an old version playable, but there's not much to it and it isn't represantative of the final version since I'm going to make it from scratch in AS3 at some point.
The NEW version of Beast Signer will be a sort of persistant single player MMO, with new content added on a regular basis. It'll still have a set plot with a beginning and end, but it'll unravel over the course of many months rather than all at once.
Hopefully community involvement will be a big factor too. Though you'd be unable to interact with other players directly in the game due to technical restrictions, you may be able to do things like set up a shop on your userpage to sell in-game items for in-game money, and there'd probably be 'Design a Beast!' contests every so often where the players would vote on submitted designs and the winning one would be added to the game.
It will most likely require a monthly fee to access ALL of the content (that is, there'd be 'Free Accounts' and 'Premium Accounts'), just because it'll be unique to this site and not hosted anywhere else, so I couldn't get a sponsorship. I've yet to plan prices, but worry not; it won't be expensive.
Status: Open Alpha available; the game's postponed for now.

Fig Hunter Online is a bit of an ambitious project that I've been planning for a while now. I did make an alpha version of sorts a while ago, but I'm going to scrap that and start again with better planning.
Basically, it's not really a single game, but a tool. It will consist of an Editor which you can use to make your own Adventures which will play sort of like MARDEK (that is, pixelated graphics, turn-based battles, RPG features, dialogue, etc). These Adventures would be saved to the server, and they'd become playable from the browser by other people, who could then rate or comment on them.
Designers could give their Adventures genres and difficulty levels, which would allow players to easily find Adventures that they want to play. You'd have the option of designing a protagonist for your Adventures, or allowing the player to create their own (using the same Character Creator tool used to make PCs and NPCs in the Editor). Players' characters could be saved and taken on different adventures, carrying over items and experience between them.
I am to make the Editor really easy to use, so the learning period would be short. It'd be simple, but powerful. Keep in mind though that it'd be more akin to a Level Editor than a 'Game Maker'.
This game too might require a fee of sorts for premium content, but I could even go ABSOLUTELY MAD and work on an interesting system where designers of Adventures would get a share of the profits made from people playing them... That might be interesting. Let's wait and see how it turns out, but I won't be working on this for a while.
Status: Postponed for now.

This was an idea I came up with when trying to design short, quick, but enjoyable projects for money.
It would have relied on 'procedural generation' - that is, randomly created content - so that your adventure was different every time. It would have involved you travelling through the layers of 'Hell' and 'Heaven' for some reason or another.
It's an intriguing idea, so I may come back to it at some point, but I found when working on it last that it was less quick and easy than I thought, and because of this, I don't see myself working on it in the immediate future.
Status: Postponed; may or may not become existent at some point, but not a high priority right now.

This, too, was another project I designed in the hopes of making something quickly and easily. Like 7H9H, it turned out to be more complex than I thought...
Actually, the main reason I didn't carry on with it was frustration at my own artistic abilites, or lack thereof. I had to design the art for many cards, and I just couldn't do it, so I gave up. If I improve my drawing skills, I may be more eager to return to this.
Status: Sort of abandoned; may be finished in the near future or never at all; WHO KNOWS?!?

Games that have been designed, but not developed

Have you ever wondered what it is like to 'be' another creature? To see from their eyes, to move their body, to perceive the world like they do?
It's a fascinating concept to me, as is the idea of reincarnation, which suggests that you could actually 'be' other creatures after you die. This game explores those concepts.
Basically, gameplay would involve taking control of one creature and exploring the environment using its various skills; some could fly, others could swim, or dig, or move rocks, or climb, or even talk or wield equipment. But this creature would have limited HP and a lifespan, and once your health was down (there'd be a lot of predators) or your time was up, you'd die and go to 'Heaven'.
Once here, you'd find your way to the Afterlife blocked by a gate which you're told won't open for you unless you are a 'Saint'; a title earned only by those who have sufficient life experience.
So you need to go back down to the physical world, to reincarnate in a new life, but the thing is, you can incarnate as any other lifeform that you'd 'unlocked' and the gameplay would be different for each one. You'd solve environmental puzzles by incarnating as many different lifeforms.
The game wouldn't focus on difficulty like Raider, but ambience and the thrill of exploration. The game would be low on text or explicit GUI features, to hopefully give the sensation of playing as a mindless animal.
I intend to create a simplified version of this with limited forms and levels, which I'll release, and if it's popular, I could do a more in-depth sequel.
Status: Set to be worked on in 2010.

This game was originally about playing as a Frankenstein-like 'Mad Scientist' who creates 'monstrosities' using various different body parts, which are then trained, raised, and entered into battles against other Mad Scientists' monstrosities.
It was planned to have a lot of customisation options and a story and everything (serving as a prequel to Beast Signer), but, like with BE-a-St, I think first I'll make a version which is essentially just a battle system, then release an enhanced sequel if people show interest.
I'll do this as one of my early AS3 projects in order to familiarise myself with battle system coding.
Status: Set to be worked on in 2010.

Abandoned Games

Deliverance was an early game of mine; effectively a precursor to MARDEK. It's sloppily made and poorly-written, in my opinion, and was abandoned a long time ago, unfinished.
Still, if you're interested, it contains many of the features that the original MARDEK games had (since MARDEK was based directly on Deliverance's code), as well as allowing you to create your own custom player character.
There are about 6 hours of play time in it, but then you come to an abrupt stop when there's just not any more to play, so prepare to be disappointed!
Status: Abandoned

This was my first attempt at a platformer, made during the same 'era' that I made Deliverance. It's old and amateurishly coded, so there's no chance I'll return to it at any point.
Though it is unfinished, MOST of it is actually done; it's just missing bosses, mainly. And no, I won't finish it because there are 'only' bosses missing; bosses were the hardest thing to make in the game, for me at least.
Status: Abandoned

The Plan
MARDEK 3This certainly needs finishing first!
RaiderSince Raider is in AS2, I'll get this out of the way before the AS3 stuff.
FigimonThis will be my first foray into AS3 after learning that. It's a simple project; a good first start.
Chimaera 1Another simple AS3 project that will familiarise myself with making battle engines with it. There'll first be a simple, 'bare-bones' version released and if people like it, a more fleshed-out sequel.
BE-a-St 1Yet more practice with AS3, and another 'bare-bones' conceptual release that could be expanded on in sequels.
MARDEK 4This would need to be done at SOME point!
AS3RPG 1A short RPG as practice making RPG engines in AS3. I can afford to have sloppy code here while learning.
FHOOnce this is up and running, it will be largely self-sustaining, I hope.
Beast SignerThis will rely more on my own input, so it's best to do it after FHO.
RPG Series?Still an idea; I'll elaborate if I decide more clearly on whether to do it at all.

 

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