Edit: Messed with the images and re-up'ed some of it. Should work now. -Nonulok
Thursday, April 5, 2012
Fun Updates
Edit: Messed with the images and re-up'ed some of it. Should work now. -Nonulok
Sunday, April 1, 2012
Some New Updates
Thursday, March 15, 2012
Reason for Upcoming Actions
Saturday, March 10, 2012
Happy Weekend
Thursday, February 23, 2012
Surprise Surprise
Edited by Nonulok: My eyes! How did you pass English class?
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.
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.
Two styles of platforms. Ones you can jump up through and jump down through and the kind that only lets you jump up through.
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 :)
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.
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 décor reasons. The player's animations will be made of several different sprites to make more dynamic motions. These are just a few examples.
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.
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)
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
Saturday, February 4, 2012
Taking Down Download Links
This isn't all bad though. We're working on new things as well as getting some new graphics for what used to be the Doom game so we can get that back out there. We've seen hundreds of downloads, had some good feedback, and even got so well known that the president of ID Software personally contacted us. It wasn't great news, but it shows we're starting to actually matter. So thank you people of the Internet. Without word of mouth, our work would have gone nowhere and died shortly after starting. We've never paid for any kind of advertising and have had a budget of pretty close to $0.00 through this whole thing and none of that would have been possible without people taking an interest in what we're doing. So thank you again to you, Internet people, for all the support. We'll have something new up for download ASAP. Promise.
Nonulok
Monday, January 16, 2012
Days Off and Coding Away
Now you guys and gals can see why I decided to do a rehash of the engine mid production.
Neuntoter
Monday, December 19, 2011
We Now Have a Level Editor
Well that's it for now
Neuntoter
Friday, December 16, 2011
Minor Updates
I did make changes to the health and level caps though. Now you can no longer hit above 100 health nor can you go above the ammo caps either. I played through with it like that and made (to me) a more enjoyable play through since you were really using ammo better. These updates should go live tonight for the demo.
Also tonight Nonulok and I will be working even more on Episode 1 which should introduce improved particles for when barrels, enemies and the player get hit. I am also thinking about creating another version of the DooM 2D game and make it so it is not stage based but having encounters. For example fighting boss after boss in either waves or a boss fight then next level which contains the next boss. Or even barrel puzzle levels. But These will truly intended for short quick plays for those that are always busy and on the go.
Please any one with comments or ideas by all means leave them. Now that the demo is out we would greatly love to hear what you the players are thinking and maybe even what you would expect in the future for this series.
Thank You
Neuntoter
Sunday, November 20, 2011
Crunch Time!
-Nonulok
P.S.
If you want to be a tester, E-Mail me at nonulok@gmail.com
Monday, November 7, 2011
Current Activities
DooM 2D:
Designing levels, polishing up some sprites. As far as the engine that runs the game minor tweaks will be happening here and there to fix or should I say optimize enemy AI a little more. Polish up the collision detection. And we still need to add music (which the demo will not have). But a 3 level demo is on it's way withing the next few weeks. I can actually guarantee that it will be out before December.
I will dub thee engine Basic 2D. That will be because the way it was programmed was mainly as a one style game sorta engine. We will release a few more games based upon this engine but that will bring us into the next topic.
Ground Zero Engine:
This I actually started the ground work on yesterday. This will be much more of a modular engine to keep it very versatile with how we will be able to utilize it. I am naming it Ground Zero because I am making it modular with the knowledge of when I want to test a new concept, there is my new module. So it will be used as a testing ground also. With this engine I am hoping to bring in more life as in FX, physics, and the likes. This engine will also be 2D. I believe our first mini game may actually be released as a personal test of mine while working on this engine, so the mini game will have some new features that DooM 2D will not be receiving.
That's it for now, all have a wonderful day
Neuntoter
Monday, October 24, 2011
Big Announcement, Well... Sorta
I have also been working on an epic texture pack for Terraria based off the Castlevania series. It is actually turning out really well. More on that when I have a few more things completed. Well thats the update for now, thanks everyone.....
Neuntoter
Wednesday, October 12, 2011
Currently Working On
Tuesday, October 11, 2011
Game Play Question
Friday, September 23, 2011
Progress Update
Wednesday, September 21, 2011
Random Animations
Nonulok
Tuesday, September 13, 2011
A Few Updates
Edited by Nonulok for lies.