Wednesday, February 15, 2012

Where The New Engine is Taking Us

Re inventing the platformer is... well.. almost impossible, but with that said making a good one is not. Our intentions with this new engine is not to pull off anything super new with platformers in general but to help mix a good steady paced platforming gameplay with a good challenging paced shooter. Unlike the previous shooter we introduced, (DooM 2D) we will be bring a ton more features to the table this time around. Including some very common features found in standard platforming games today.


  1. Ladders: DooM 2D had them, but they were coded like platforms. This time around you actually can climb and descend them like a normal ladder.

  2. Two styles of platforms. Ones you can jump up through and jump down through and the kind that only lets you jump up through.

  3. Water: Not sure how much it will come into play for our current game but swimming will be in this game with basic water physics. Mostly slowing movement and making jumping higher. Who knows :)

  4. Slopes: Thats right, not everything will be blocks anymore. Currently we have 45 angles working. We may make some more variants but also this time around the world tiles are smaller to make design decisions more precise and less blocky.

  5. Different ways of animating the world, characters and items. This will hopefully bring our worlds a little more too life, water will move, barrels may have a fire burning on the inside for extra d├ęcor reasons. The player's animations will be made of several different sprites to make more dynamic motions. These are just a few examples.

  6. Conveyor style blocks. These are very common in platformers and for many reasons. They always play into adding extra obstacle and friction to a characters movement.

  7. Basic physics: Let me explain this one a little. Not using Phys-X or Havoc, nor are we trying to achieve such awesomeness but we are however going to get objects to be push-able, maybe even roll down hills. Using boxes and barrels as stepping blocks to get to higher levels. Things like that. Maybe even explosions pushing objects away. That portion depends on time really. (if we have it or not)

  8. Better detailed levels: This is made available now since I have also made a lovely level editor which is proving to be tremendous help thus far. Along with detailed levels, this engine is also fully capable of top down levels. Hmm... the possibilities.


Well, that was a big post about progress and up-coming features. I will let you all sit on that and soak it in while we make this all work and get the game closer to beta. Till next time......


Neuntoter

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