My name is Kirill Poletaev and here are some things I made:

Hypnorain - a bullet hell vertical shooter game, available on Steam.
Haxecoder - Haxe programming tutorials. Learn to create cross-platform games and apps.

Also:

Follow @kircode on Twitter.

Contact me.

Blog Posts:

Squeezing out more performance out of my game Speebot by optimizing my game engine YUME.

After some testing, I can finally conclude that my game can be run on an average gaming PC in at least 5 separate windows at more than an acceptable framerate. The scene is a flythrough of a game level, and it utilizes most of the engine's capabilities, such as dynamic shadows, lighting, water reflections, particles and skeletal animation.

Running my game in 5 windows at 150+ FPS
Running my game in 5 windows at 150+ FPS

Perhaps a bit of an overkill, but it sure feels good.

World 1 of Speebot is nearing completion! As I've mentioned earlier, there will be 4 worlds altogether, totaling in 200 levels (and perhaps a few secret ones).
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During my spare time this week I've been mostly occupied with adding "juice" to my game Speebot. There are now things like camera shaking, improved sound, more particles, and more effects. I've also done some level design!

But the biggest gamedev related thing I've done this week was fix some long standing problems in my game engine YUME. After some code optimization I could throw 10,000 moving particles, and the game would not drop below 200 FPS. This is way more particles than my game would normally need, but it's good to know that YUME can now handle such a ridiculous amount of particles.

Caught on video:


The screen recorder crippled the FPS a bit, but oh well! It's not like YouTube (or my monitor, for that matter) can display 250 FPS videos anyway.

Going to spend the rest of the weekend making some technical tweaks that piled up in my to-do list. This may also include some minor changes to the website. Stay tuned!
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Just dropping a quick update here - the development of Speebot is going better than ever! Now that most of the engine work is done, I am focusing mainly on level design and gameplay.

The game now is nearing 50 levels, which will mark the end of World 1. Speebot will feature 4 differently themed worlds, totaling in 200 levels together! That's the plan, anyway.

As I've mentioned before, a new mechanic or item is introduced every few levels, and the levels themselves grow in complexity and difficulty. I'm trying to make the levels varied - some more puzzle oriented than others, some have multiple exits and different ways to beat the level, and so on.

Speebot chatting to another robot.
Speebot chatting to another robot.

I plan on releasing a playable demo at some point in the future, but there is a number of things on my to-do list that needs to be done first. This includes improving current sounds and composing the soundtrack for the first few levels.

That's all for now!
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These days I've been working on levels for Speebot.

There's a new gameplay feature: laser beams that can be toggled on and off using buttons! This adds a puzzle element to the gameplay.

Another big feature is the addition of a Drone View mode - if the level is complex and you feel lost, it is possible to hold a button to connect to the nearby drone and get a top-down view of the area.


It is possible to move Speebot while in this mode too, if you really want to!

If you're curious about the game, check out the full development playlist on YouTube.
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These past few days I've been mostly working on level design, decorations, bug fixes and improvements to existing game mechanics.

Introducing a new game mechanic - toggleable buttons!


In the future these buttons will be connected to various dynamic props, such as doors. This is the first puzzle-ish element in the game, with many more to come! It's going to be fun.

Speaking of fun, my game Hypnorain on Steam is 75% off for only a few more hours! Make sure you don't miss it.

Oh, and you can see all the Speebot development videos by visiting the playlist on YouTube.
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