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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:

Mid Week Update!
almost 5 years ago – Tue, Mar 31, 2020 at 11:02:16 PM

Hey Everyone!

I've updated the Research Cluster District. I added more atmosphere - fog, foreground debris, rain optimizations. I'm about to clone this and make the Downtown District. This screen/overworld map uses a cylindrical coordinate system -  https://en.wikipedia.org/wiki/Cylindrical_coordinate_system - to rotate sprites around a center axis, which leads to nice orbiting paths like below:

 The plan going forward is to clone this district and use it as a template to quickly build the Downtown District. Then I'm planning to link the two districts together through a location on the map. The way this will work is: player presses A/action on the dot and transfers to the other district screen, which also has a dot that transfers the player back. This way I can link multiple districts together, creating a world for everyone to explore. In addition, some levels have multiple exits, and can lead to alternate paths through this districts, or can lead to secret locations and levels. I'm excited about the next few weeks, because I'll be working on districts and designing a pretty complex map. I really want to see what's possible with these types of overworld designs, really push the boundaries of this style. 

//mrgrak

Dev Vlog Update #2 - March 28th, 2020
almost 5 years ago – Sat, Mar 28, 2020 at 05:20:08 PM

Hey Everyone!

Here's the 2nd weekly dev update on Lazr! :) This week was planning districts and making levels twice as large, while keeping everything 60fps (even physics!).

I find that these weekly updates allow me more time to work on the game and focus on development. It's a good balance, and I'm going to keep the weekly updates coming.

Thanks! //Garrick

Development Vlog #1
almost 5 years ago – Sat, Mar 21, 2020 at 10:52:29 PM

Hey Everyone,

I'm starting a video blog to document the development of Lazr. Check out episode 1:

Kickstarter is still giving me trouble with video uploads, so I'm just going to link to video posts on twitter from now on. I hope this format is more engaging for backers, supporters, and players. I'm looking forward to sharing more progress over the coming weeks and months. //Garrick

A Small Update
almost 5 years ago – Tue, Mar 17, 2020 at 10:31:17 PM

Hey Everyone!

There's a lot going on behind the scenes with Lazr. 

  • First, I'm working on getting the backerkit store up and running, but it will take a few more weeks. I expect sometime in April to have that ready. This will allow backers to purchase additional items.
  • Second, I'm working on setting up a video blog so I can communicate updates better to all backers. This should be setup and working by this Saturday, March 21st. That's when I am planning to post the first game dev vlog.
  • Third, TopHat is working on finalizing the deal to manufacture physicals for the Switch and Playstation releases. I can't provide details yet, but they are close, and we will announce everything when ready. 
  • Fourth, Lazr.online has been updated with more sections and links. Now you can play Lazr's demo on itch, gamejolt, and indiexpo. I'm working on getting Lazr featured on these websites as well.
  • Fifth, the music contract has been signed and @uill ///UNDERWIRES will be producing the soundtrack. He's done amazing work on the demo and I'm looking forward to working with him on the full game.

Finally, I'm working on adding additional input choices to the current demo. This will allow players to choose between different controller and keyboard input setups. I was planning on adding rebindable keys and buttons, but it's turning out to be much more difficult that I planned on - this is due to training and dialogs directly referencing input such as "press A to jump" or "press I to shoot". I would like to make all players happy, by providing the input that they want, and I think the best solution is choosing between different input schemes. This makes more sense with the game's design as well, because the game doesn't save any data, so it wouldn't save custom input mapping and players would have to setup their input each time the game boots up. I've also had players ask to make the dash use the same button as the jump, and to activate after the jump, which poses a lot of problems (such as not being able to dash off walls, which some puzzles require). So, while I would like to please everyone, I simply can't do that and have to make smart choices about how input is handled. Because of this, I think the best solution is to provide different input setups that players can choose from. That's what I'm working on now and hope to have in the next update to the demo. 

I hope you are safe, happy, and with those that you love and care about. There's a lot of stuff happening in the world right now, and it can seem overwhelming at times. I want you to know that I'm working hard on bringing Lazr to life, and I will always communicate clearly about that progress. Thank you to each backer and supporter that has made this happen. //Garrick

Major Demo Update!
almost 5 years ago – Thu, Mar 12, 2020 at 09:53:24 AM

- MAJOR NEWS - 

Lazr's Demo has been updated and is now available on 3 sites:  

Itch.io: https://mrgrak.itch.io/lazr

Indiexpo: https://www.indiexpo.net/en/games/lazr-a-clothformer

Gamejolt: https://gamejolt.com/games/LAZR/474906 

Today, I'm working on cutting a new trailer for Lazr. I'm also working with TopHat to launch a backerkit store in about 2 weeks. When everything is ready, there will be an announcement here, and on twitter, reddit, instagram, and across the gaming sites listed above. 

Thanks, and have fun! 

//Garrick @_mrgrak