Community Announcements - z4g0
Here it is!!

https://www.youtube.com/watch?v=nPP1FN9ZiN4

The voice acting comes from our friend Jake 'The Voice' Parr, a skillful actor! Soon we’ll tell you more...and soon you’ll be playing Albedo with the super-amazing voice of Longy!

And by the way; a postcard from a sweet place in Jupiter Station...you'll see a lot of funny friends to take a picnic with!


Ciao and HF!
Z4G0
Community Announcements - James
Yes, everybody! That’s it! I'm starting to see the light! A few weeks (no more than 99+! Joking :P ) and the full release will be published!

Down here in the cave, life is tough, believe me! I’m working hard (at the moment I’m creating the LAST level -freakin’ amazing honestly!) but in the last weeks, as some of you know, I also re-worked the GUI and learning curve.

The history of Albedo difficulty level: Easy to tell. I wanted to do an old-school game. A difficult game. Does anyone remember those games where you have to spend lots of time and make many attempts, trying to solve a puzzle or a level? I do. I loved these kinds of games. A real challenge for my brain. Honestly, I don’t like the drift of games to a super-easy level so much; where the player gets to win at any cost. I grew with video games that would punch me with their difficulty; and yes, I liked it.

Anyway: For this, me, Luke and Ivan decided to release on Early Access. To get thoughts on this thing. To understand which level of difficulty, you (my beloved players) prefer. How the game needs to be.
A game developer is nothing without players.

I admit: I wanted to develop a difficult game. But I didn’t think about how you nowadays players have a lot of things to do, games to play, billions of new ones every day (A rhyme! I have to write a song about it!). And I have to offer you the best game experience in the time you’ll spend playing my game. My aim is not to waste your time. My aim is to provide entertainment, and to create a wonderful new 60's Sci-Fi experience around you!

So, 3+1 words: surrender to reality, Z4G0.

OK.
YESTERDAY: The game was too difficult.
TODAY: Now it is less difficult, I hope.
I listened to a lot of you players, I read a lot of reviews. As you know we worked a lot with the community, on the Community Hub Especially James, thank you mate!
Now you have to choose the difficulty level before starting the game: Obviously, you’ll able to change it during the same game. If you play in HARD MODE, then you won’t find tips and suggestions and hint systems and help buttons and mummy cleaning your brain leaks :D If is too difficult, you should try easier levels.



Specifically, mini-games are/were honestly difficult. Ten thousand years ago, when I started developing Albedo; I decided to create special new mechanics. In my humble opinion quite original ones. NOW, you can decide (in EASY mode) to skip them. If you really are in crisis (or you don’t want to spend your time on it), you’ll be able to skip it. AS IVAN DOES (monkey player). Also, I’m adding hints directly from John T. Longy. “Maybe I’ve got to do this” “Perhaps I’ll do that” and so on.

As ALBEDO is an Adventure-Escape the Room-FPS crossover, it’s not easy to fit all players’ expectations and skills in one way. So the game lets you tune two difficulty levels (under OPTIONS/GAME): Adventure and Action.



What a pain, the first 3-4 negative reviews :( I was waiting for them, as it is impossible to have none, especially when player’s number grow. But my heart sunk, I cried a lot of tears from my lonely eye! No…that’s not true...I have 2 eyes.
Now I try to put my mind at ease, hoping that more people like ALBEDO :)

NOW: In the upcoming weeks I’ll update the game till the final release. In the current version, some of difficulty issues were fixed…In the coming update, lots of hints, texts and descriptions have been changed to smooth the learning curve. The first room should be a lot of easier to pass now.
BTW Let me know, specifically, what you think about difficult. Give me suggestions advice. Be part of development with me. The ancient meaning of ‘Early Access’ was this one. I believe in it.

Immediately after this DEV DIARY, I'll post to collect specific suggestions about difficulty level.
It is always difficult to close a post, I love to write for you and receive your feedback, but the cave is calling me. I have to finish ALBEDO.

Time is running out, but now I have a time machine!
ROCK’N ROLL and HF!
Community Announcements - James
Hi Everyone, we really hope you're enjoying the game. Time for another update!

Screenshot from the latest update, he looks harmless....:


Some of you have expressed concerns that the game is still a little difficult. The game now comes with a multitude of features to allow easier navigation.

We are always open to your thoughts, please let us know what you think about the difficulty, controls, anything - in the community hub. :)

More cool, eerie sci-fi interiors to explore!:


Changelog:

- Cave level ending, meet a SILICON alien.
- New level: The Warehouse.
- New minigame: Circuit.
- Difficulty selection modal screen on new game.
- Direction arrow for hightlighted objects in easy mode.
- User defined shortcuts for action navigation ( Options/controls/shortcuts )
- Scroll handle in load game list
- Delete savegame function ( Right click or DEL on save game slot in load game list)
- Fix texts in 5:4 aspect ratio resolutions.
- No more flickering on temporal dilation tool.
- "Climb" action to go up on platform in Sewer level.
- Main goal text in pause menu.
- Fix clipping in Boiler room
- Fix white paper under torch light
- Fix bug of "turn off generators" goal.
- Other minor bug fixes

Thanks again everyone, here's some gifs of the game to whet your appetite!



Community Announcements - Duke
Albedo received an update today!



Please restart your client to begin the automatic update.

Included in the update:
  • Cave monster monologue cutscene
  • Improved GUI for the climbing scene
  • Clipping in first room fixed
  • Action difficulty re-tuned
  • Animated controls guide are now available in the main menu
  • Animated controls guide added as tutorial in the first room

Community Announcements - James
Happy Halloween!

We hope that you are enjoying Albedo: Eyes from Outer Space!

Today, we are releasing the next two levels for the game and these are two levels you’re definitely going to want to play for Halloween! The atmosphere gets more eerie and intense as the story unfolds a little more. :)

This update also addresses several bugs that all of you have helped identify in the Community Hub! Check out the notes below for a more comprehensive overview of changes.

Release Notes:
  • Two new work in progress levels! : "Oesophagus" and "The Cave"
  • The broken bulb bug is fixed
  • Clipping in the secret lab is fixed
  • The “jump on box bug” is fixed
  • The white screen bug is fixed
  • Missing text has now been filled in
  • Dodge movement added, quickly pressing the left or right key twice during combat will make the player dodge accordingly.
  • Kiwi apparition added as lighter position hint
  • Input key chart available in the main menu
  • Combining pipes now has visual feedback
  • Motion blur toggle option added
  • Miscellaneous minor bug fixes
Community Announcements - James
Hey everybody!

Firstly, thank you ten thousand times over, for your support. Secondly, thanks again so much for your incredible support. Thirdly, last but not least: THANK YOU for your support!

It’s wonderful, working here in the Cave; giving substance to the visions in my head; thinking that all of you, clever playerz, will play the world I’m creating. Or should I say, a maze! A-A-A-mazing!

Well! Halloween is here! So, here are some SPECIAL BONUSES!
FIRST -> An idea to terrorize your neighbors: Take a pumpkin, paint it white (not black, as rolling stones said), cut out one hole (the pupil in the middle of the eye) and put it on your head! You’ll be an Albedo monster!

SECOND -> The main one: I FINISHED THE UPDATE!!! Two brand new levels for you!
I already suggested what they will include and added some spoiler pictures, so as to avoid revealing other things. I’ll give you this one: you will meet someone, or something… in the end.
So, be sure to have a rifle in your hand. It could be useful.

THIRD -> The second main one: For all the players who didn’t get the game yet on Early Access: It will be available during the Steam Halloween sale!

Let me know what you think of these new levels, so I’ll be able to fine tune ’em.

OK… back to work! The Cave is waiting for me! Next step: two new levels AS SOON AS POSSIBLE!!!!

ROCK ’N’ ROLL AND HF!
Community Announcements - James
RADIO Z4G0 FROM THE ALBEDO CAVE!
A super-mega-ultra-update is coming!

Hello everybody! First of all, thank you for your support and your beautiful reviews, comments, videos and everything! It’s really important to me, here in the Albedo Cave, to get your support!

Ok, this post will contain some spoilers. Actually, a lot. So, if you haven’t finished the game (we can call the Early Access version as First Part! as you know it finishes with a particular event… cliffhanger… BRRRRR!!!!), DO IT (if you are skilled enough, AH AH AH -Evil LOL) then read this absolutely interesting post!

Don’t worry if I seem a little crazy writing these words: since I’m working on Albedo, sometime (if ever) I forget to sleep, and, as it is good to be productive and creative, sometimes it makes you (me) a bit crazy. However!

In the next update (I think you will be able to play it for Halloweeeeeeen!) you will have two (2) new levels! Hope they’ll be as complete as possible!
About the first one: you know when you eat something VERY heavy, and you feel as something is climbing from your stomach through your throat? No? (Uhhhmmmm… Better if I change some of my food habits!) OK, don't worry. Anyway, try to imagine the way that this piece of heavy food can feel while climbing! All the efforts it has to face!
Ok, now you have a rough idea of the first new level!



About the second one:... ehmmm... the CAVE! and YES! a lot of things to kill! I’m making it very very VERY hard in hard-mode (Ivan gets killed in about 3 seconds -but he is an OLD guy and his reflexes are very slow)... I’m an old school guy, as you know. Video games must be difficult!!! And then…. Well, I can’t tell you anymore! TOOOOOO MAAAAANY SPOILERS! Luke and James of Merge Games would kill me! (No, they can’t! I have to finish the game!)



So, have a wonderful autumn weekend (you humans who lives outside of the Albedo Cave), and please continue to support me as much as you can, and HF!
Community Announcements - merge buzz
Check out this review by GameScouts:

"Albedo: Eyes from Outer Space is one of the most enjoyable Early Access titles I’ve played in a long time."

http://www.thegamescouts.com/2014/10/albedo-eyes-from-outer-space-preview.html
Community Announcements - James
Hi guyz, Z4G0 here; from the Albedo darkness, working on the new level (I won’t tell which one)!
This is a snapshot directly taken from Unity… I think that these screens have some poetry. Nerd poetry!
Anyway, take this:

Hover above for a preview!

It’s enjoyably difficult for me to consider finishing an environment in the game. EVERYTHING can ever be better. Details are never finished.
For example, take a look to this ‘evolution’ screen, referring to the third room of the game.
From the top left, you can see the very first version, about 1 and half years old. Mas o menos.


I liked it!
Then, a friend of mine told me ‘Nice. What the hell are these apples growing on the wall?’. They were NOT apples! They were eyeballs!!!
But, evidently, they didn’t seems like that.
So, I threw my friend out of the window (the western one) and I worked on the environment again.
Then: you can see that apples clearly became eyeballs.
My friend came back and saw it “Nice. What a cozy environment, with this warm light and these stairs so easy to reach!”. I threw him out the window (the southern one) and so I went back to work again!
After three or four flights of my friend through the window, the environment was similar to the one you can see now in the game.
An environment: You create it, you fill it full of assets needed for the game logic, you insert details, till you (think that you) finish the environment and you (almost) like it… then, one or two weeks later, you see it another time, and you see how poor it is, how many details you still can add. You discover another shader you can use, you set another spotlight which changes the whole appearence of the screen…
You never finish! Till you understand that you are extremely in delay with next environments! 24h a day aren’t enough, believe me or not. Life is tough!
…but when the going gets tough, the tough get going!
Anyway, thank you for reading me and supporting me playing my game!

This is Radio Z4G0 from the Albedo cave working on your favorite game!

HF! :)
Community Announcements - James
Cosmetics for Monsters



OK guys, here we are, present day with my dev diary. Someone of you are already playing the game while I’m working on new levels. But I can’t tell you too much about that, better to avoid spoilers!!!
So, I think that I will show you the evolution of the creature you will meet in the beginning of your adventure. It is a really lovely creature: one-big-eyed, an angry mouth in the middle, two funny claws which can be used to cut your feet, a couple of dinosaur’s legs with some pretty nails. And, obviously, a funny tail in the back. Ermm… well, not exactly a tail. A tentacle.
Ivan calls it Oculus Peculiaris Sauris Tentacolus.
I call it FUFFI.
In this picture, you can see the evolution of the sweet beast, from LONGY 1 (more than ten years ago, when I was a very young Z4G0… Z3G0) :D I produced it with a Cinema 4D , rendered it to be used in the LONGY 1’s 2D environment.
Please pay attention to the (absent) antialiasing, and the dark pixel on the border! I was a really young dev…
Anyway, after that, when I began moving to 3D, I used (mas o menos) the same model in 3D real time. Well, the crude 3D real time is not so beautiful, if you don’t pay attention to a lot of cosmetics. So, I did cosmetics for monsters.
Not enough. You know, when a monster goes to the beautician, it is never satisfied, it will always say “my tail is too short”, or “my jaws are too opaque”, “I want more mortal claws” and so on. The normal complaints that you hear when you go to the beautician.
So, I worked heavily on the different parts, also on their animations, to keep the creature cheerfully lively. Lots of cosmetics!
So, keep in mind when, in the game, when you get the desire to hit its poor big-eyed-head. It is only a little, sweet, funny pet with some tentacle and claws, at least!
Remember this when it goes to eat you!
OK… back to work for your favorite game! :D

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