1. Necromaton has been optimized for web player streaming. Through the black magic of compression, I’ve reduced the total file size down from 250MB to 80MB. In addition, I’ve set the web player to stream the game. This means that you can start playing rather soon, but the rest of the maps will download after you’ve started playing. There are even more advanced and clever streaming techniques I wish to implement, but unfortunately, I’ll have to wait until I can afford Unity Pro. One final note: I’d recommend using full screen, since the performance is way better.
2. Necromaton has been ported to Linux. I tested the port on my friend’s machine and it seems to work fairly well. Some of the models didn’t import correctly (rockets and auto turrets to name a few) but the graphics errors aren’t game breaking. My friend also has a non-standard Linux distribution, so maybe a more conventional distribution may actually work better.
3. Added chosen active skill Boost Conversion. Boost Conversion has finally been tested and added. You can selected it in the lobby menu. This skill boosts your shields, making you practically invulnerable. It also makes you immune to crowd control effects. However, it only lasts one second and has a 30 second cooldown. It’s best used to absorb a single high damage hit from a boss.
Well, that’s everything for now! If you have any questions, comments, or concerns, I’d be happy to hear. You can best reach me through my website’s forums: www.necromaton.com/forum .
I’m excited to announce version 0.101, which will be released soon. I think I can actually release it on Friday, but I’m too scared to commit. You know… last minute bugs and such.
Anyway, the main update for this version is that I have optimized the game to be playable from a web player. I realized this necessity through browsing the long lists of indie game announcements on various forums. I found myself more inclined to check out the ones that had a web player because yes, I’m a lazy bastard who’s too lazy to download anything.
The other update is a new chosen active skill to play around with.
It is my pleasure to announce my new indie game Necromaton. For more information, a trailer, and downloads, check out the website www.necromaton.com .
Necromaton is a cooperative birds-eye view shooter game. It features a point-and-click control system that can be configured to be similar either to Starcraft or to Diablo. Necromaton also features an RPG-like leveling system in which kills grant experience. Experience likewise allows the players to unlock various skills such as the Frag Grenade or Stim Pack. However, the monsters get stronger with time, and so it is very important for the players to complete the level’s objectives before they get overwhelmed.
Right now, Necromaton is intended for a mid to hard core audience. In the future, I am considering adding a campaign to assist in acclimatizing the casual gamer. To those who’ve never played RTS or MOBA games, the controls may take a short while to get accustomed to. But don’t give up! After several attempts, you’ll be able to beat any of the levels on easy difficulty. For now, I have enabled cheating, so if you die, simply hit Enter, and type in “restore” (and press Enter again). Then do the same for “revive”.
Sometimes the level mechanics may be slightly confusing. While a level’s objectives are explained in the lobby screen briefing, there are always a variety of hidden features that are intended to make things easier. This is partially intentional, as that it allows the player the joy of discovering new tricks on their own. I would first suggest looking through the entire briefing before you start a level. Take note of the minimap, as that will give you a sense of where the objectives are. It’s quite difficult to remember everything on your first attempt, so don’t get discouraged if you need to look at the briefing again. And if you have any questions, you are always welcome and encouraged to hit up the forums: www.necromaton.com/forum.
Finally, Necromaton is an ongoing work in progress. I’ll admit that I have only had enough time to test for functionality. The game clearly lacks balance in both stats and difficulty. You can help! Please use the forums to let me know of any suggestions you have. At this point in the project, I’m actually more inclined to trust your judgment than my own. For easy changes such as stats, I’ll probably be more than happy to implement them right away. For harder changes such as mechanics, I will definitely give them good thought and discussion. I look forward to meeting you!
Thanks again, and enjoy!
PS. Spread the word! Necromaton is most fun when played as co-op.