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Lazr, A Cyberpunk Platformer

Created by Garrick Campsey

Journey through a cyberpunk platforming dystopia, filled with corrupt mega-corporations and rogue AI. Difficult, acrobatic platforming awaits the brave souls who dare to take control of Lazr - a fusion powered killer android capable of firing high intensity laser beams from her eyes.

Latest Updates from Our Project:

Lazr Dev Vlog #28
over 4 years ago – Tue, Oct 06, 2020 at 11:31:31 PM

Hey Everybody!

This week was focused on getting the first mission working. Check it out!

See you next weekend! :)

Lazr Dev Vlog #27
over 4 years ago – Mon, Sep 28, 2020 at 01:24:20 AM

Hey Everybody!

This week was spent working on the intro and playtesting the Alpha.

Check it out!

//MrGrak

Lazr Dev Vlog Update #26
over 4 years ago – Mon, Sep 21, 2020 at 12:03:25 AM

Hey Everyone!

This week I worked on polishing the first boss, adding the new modifications screen (and mods), and also animated some level backgrounds. Check it out:

Lazr Dev Vlog #25
over 4 years ago – Mon, Sep 14, 2020 at 03:20:29 PM

Hey Everyone!

This week I worked on districts, and preparing the alpha to be played. I spent some time rewriting the engine behind the spinning overworld maps. Now this engine is much faster and can handle more particles, which allows me to make environmental effects, such as fire and smoke. It's important to be able to make these effects, because in the world lore the city is rioting and being destroyed. I also spent time on polishing the user interface and experience, for districts. Check it out:

See you next week!

Lazr Dev Vlog Update #24
over 4 years ago – Mon, Sep 07, 2020 at 04:33:30 PM

Hey Everyone,

This week was super busy, and I've made two videos that cover it all:

And part 2, discussing target platforms and game performance:

Here's a summarized list of what's been updated:

  • smoke was improved visually, and can be pushed around now.
  • smoke emitter was created.
  • clouds were fixed and are back in the game now.
  • while in fluid, smoke rises slower and ignores wind.
  • cluster levels 1 and 2 now have smoke emitting from pipes.
  • there is now a fps counter on screen, in addition to frametime.
  • particle system was refactored to be single threaded, due to cache size limitations of psvita. psys was optimized as well.
  • lasers no longer produce debris.
  • a button pops on dialog screen upon input.
  • options menu screen was completed (for now).
  • frames per second counter was added, along with game timer.
  • cluster district art was updated.
  • mission select screen was completed.
  • title was redesigned and linked to mission select screen.
  • mission select screen links to cluster, bionic menagerie,
  • and war foundry districts, which load appropriate levels.
  • alpha city district created, title swapped to it.
  • mission review screen was added, zooms out of district screen
  • to reveal it, zooms back in too. 
  • weekly vlog videos part 1 and 2 produced.

So I've got an internal Alpha that I'm testing on different platforms, and getting prepared for players to test later, as a Beta. It's taken me a lot longer than I planned to get to this stage, so development is behind schedule a bit, but considering all that's happened (pandemic, category 5 hurricane), overall development is in a great spot. It took me a bit longer this week to make these videos, sorry for a Monday post! Hope you have a great week.

//MrGrak