Original Music - the 80s re-imagined
Images and Animations:
https://randomlabs.tumblr.com/
https://dancingorchidmantis.tumblr.com/
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Original Music - the 80s re-imagined
Images and Animations:
https://randomlabs.tumblr.com/
https://dancingorchidmantis.tumblr.com/
For the love of glitch_art and creepy cyberspace stories 💜 Haven’t played it yet? It’s free: https://ravee.itch.io/aware
The new 2019 Trailer of my next VideoGame.
I’m still not alive, cus i’m still working on my Game ‘I am not alive‘. The full portion of Randomberger Grafix, 100% Cyberstyle, Psychedelics here and there, Randomberger Music.. from Techno-Psytrance to Classic. Puzzles, Gunfight and Bossbattles. I don’t use assets, i create everything by myself. I hope i can finish this project this year... we will see. Greetings from Germany ❤, Rod Randomberger
A cave of neon colors. Sitting at a virtual waterfall, relaxing and collecting energy, because i feel that there is something wrong with that peaceful cave...
I AM NOT ALIVE - gamedev note The project has become a f*cking hard work now. But thats normal... i think. And i will not give up. I don't stop creating till its finished. I am mostly listening to Psytrance and Technomixes while coding. That helps me a lot. I made a facebook site for the System[CyberspaceMainProcess], so that she can post news and screenshots about the game :-) @iamnotalivegame. Thank you for the support through all this months of progress, and also for all the likes and reblogs of my artwork here on tumblr,
greetz, Rod
...i was absolutely sure now that all these emotions and memories where real ones. That all my source code was a stable polymorphism of a real human mind. That my runtime was based on a real loving and feeling consciousness. The system always sayd that she loves me, like a mother loves her child. What if she is or was also REAL?...
Enter the Sublevel
Like a punch in a hornets' nest,
IAMNOTALIVE.com - gamedev note
Imagine exploring a beautiful colorful cave. Everything seems peaceful. Everywhere in the cave lie large shiny steel balls. Really big spheres so heavy you can barely move them. You discover huge strange machines, which seem to be a kind of musical instrument. It could be a mystery you have to solve. You start the machines, play around with the controls of them and they create sounds and harmonies. But suddenly you hit the wrong note and everything starts to shake. The heavy steel balls begin to move and roll torwards you. They surround you and start torturing you with some sort of electroshock. You pull out your gun and shoot one of them. It shatters into three smaller spheres (remember the good old Astroids game?), which are also out to get you. After a long shoot-out, you're suddenly chased by several hundred spheres. Welcome to the Swarm. If hundreds of heavy steel balls roll after you, it can cause an earthquake. Also in cyberspace, an earthquake in an unstable cave is a pretty bad thing. There must be a solution for this. Physics in the virtual world are not so different to physics in real world. I hope you're smart enough to solve this or you'll end up with virtual perma-death.
This is just one of the situations you'll discover in my game 'I AM NOT ALIVE'. It wasn't that easy to program some kind of swarm behavior. Especially not to make the whole thing performant, because i don't want to blew up the players computer. So i created some special technics to control those hordes of hundrets of enemies. >>>Read more about these tricks on: iamnotalive.com
The whole game is a lot of work, but i'll never use Assets or Code from other programmers. This was a clear thing since i startet with my project. I see myself as a programmer in the obligation to deliver a performant and qualitative product. A game which is not composed of foreign single modules and whose source code can be maintained and updated by me at any time. I mostly try more than one solution to not only get an acceptable but really useful, smooth and clear cpu/gpu result. And next to all these performance and development tricks, i will never forget the ...MOST IMPORTANT POINT OF A VIDEOGAME... so one of the main tasks in my testing scenarios is: playing the scene must be fun, exciting and entertaining. A thing that i miss in some games that hit the market in the past years. I really want to publish a good piece of 'German engineering', and in my case it's a video game.
kind regards and have a nice day... ...or morning, evening, night. wherever you are :-) Rod