Attack of the Giant Mutant Lizard
Control a giant mutant lizard to eat people, stomp cars, and throw things with your mutant tail which has claws for some reason. Spend points on upgrades and new abilities and try to survive an increasingly deadly hail of bullets.
You can find an early playable demo at GameJolt.
Also listed on:
store.steampowered.com/app/590840/Attack_of_the_Giant_Mutant_Lizard
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About This Game
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About This Game
Hi everyone,
Today I am going to release this game out of early access (unless something bad happens within the next few hours such as a power outage or a ninja attack), and I wanted to say a few things about the game.
I want to thank everyone who has showed support by leaving comments or feedback (I even appreciate the criticism). I always figured a few people would enjoy this game, but I was surprised by the amount of positive comments compared to the amount of negative ones. Maybe that's just because it was in beta? I guess I'll find out soon enough.
Why is the game so short?
This was always intended to be a short game. It was partly inspired by the types of browser-based games I used to play on websites such as newgrounds. Just pointless little games with no real story and a simple goal. My thinking was that people would play for a little while, and then move on to another game.
What's the deal with that ending?
Yeah, I couldn't really think of an ending. Hell, I didn't really have a story to begin with. I tried to come up with some ending that would provide closure, but then I was like, "Screw it. Here's some jokes." That's why for this release, I have switched the order of the buttons on the main menu to arcade mode first and story mode second.
Why did I make this game?
I kind of wanted to play a game like this. But the Google Play store is filled with shovelware and cheap clones that exist only to display ads. The monster games I've seen were usually like, you touch something and it just explodes or disappears. (And I thought I was lazy.) So it didn't seem like anyone else was making any decent ones, so I figured I would have to make it myself. My advice to other aspiring indie game developers is, don't worry about what other people want to play; make the game that you want to play.
Other Articles
Version 0.8.2
Updated Controls, and Plans for the FUTURE!
Localization: Help Me Translate!
Update 2018-11-25
Update 2018-01-01
Target Practice -- Featuring a New Ability
Cutscene Animation and a Funny Lesson About Sound Effects Packs
Toon Shading, Steam, and a New Gameplay Video
Devlog 2017-01-28: Slow Progress - But Some Good News -- Plus Some Even Better News
Another Year, Another Devlog...
Greenlight and a New Gamelay Video and Other Fun Things
Devlog 2016-11-27
Update 2016-11-20
Update 2016-10-15
Mobile Version Alpha Testing and Other News
Updated Demo.
Demo Released
Searching for Sounds
Introduction
Introduction
It's been about 3 years since I started working on this game, and it's come a long way, but has a long way to go yet.
The main idea behind it is that you control a monster with claws at the end of its tail to grab and throw things. The animation for this is driven by inverse kinematics (IK) so it looks all fancy. I started with the intention of making the game for Android phones but it works just as well with a mouse and keyboard.
So far, all the modelling, animation, textures (except for some default UI stuff), and programming was done by me, except for some plugins that I couldn't or didn't want to do, and some sections of code taken from various forums or tutorials and whatnot.
Some of the plugins that I used (the ones I can think of, anyway) are:
- Final IK by RootMotion -- This is what controls the movement of the creature's tail and spine, and I'm quite pleased with how well it works.
- Simply A* by BFGames -- Used for the police vehicles to navigate. The regular traffic just follows predefined paths.
- Spawner - Free by Garth de Wet -- I'm actually not sure if I'm still using this one. I was using it, but I made a heavily modified version to work better for my purposes and I'm not sure if anything from the original package is still used, but I think the guy still deserves credit.
- CN Joystick by Cyrill Nadezhdin -- I'm using a modified version of this, which I changed to make it work better with my other custom input stuff. But a lot of the original code is still there.