Saturday, November 19, 2011

Right On Schedule

Just like I stated last post, both Nonulok and I are right on schedule with the Demo Release. With a few modifications, It is being released as a Beta Demo. We will be selecting 6 or so testers. It will be released Monday 11-21-2011 to the testers. If all goes well with that, then it will go live to the masses within the same week.

What the Demo is:
A dumbed down version of the official Episode 1 release.

And what does that mean exactly?
Level detail will be minimal. Decor to bring out atmosphere will not fully be in place. Stages will be a little shorter. GFX may change.

What will stay the same from the Demo to the Episode 1 release?
The core of the gameplay mechanics.
The overall layout of the initial level pieces.
The animations and effects. (this also includes characters)

so essentially the demo is to test how the game is played on levels that will really exist and not just a "Tech Demo" level showing off capabilities. I believe that when showing off what an engine can do and then receiving a game that is totally different than your first go at it can be both very misleading and kill the experience. Both of which we do not want to do.

So recap. Demo = short level to test overall gameplay and control. Episode 1 release will be longer and better in visual appearance.

Neuntoter

Monday, November 7, 2011

Current Activities

Alright, a quick update as far as were we are and what we are doing.

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

Friday, November 4, 2011

Now for a big announcement

Nonulok and I both sat down and discussed the future of DooM 2D, and it came to this. We believe the game will do well as an episodic style game release. This will allow us to continue on making regular level releases on it, while improving it and start working on our commercial release game all at the same time and not kill quality in any of the products. Now with that being said we both drew up some levels that will act as the introduction for the on going story line that will be DooM 2D. With where everything sits at right now I would not be surprised to see something official in about 2 weeks or so. The demo will still be released as a short version of the first few levels release just to get all of your feet wet.

Questions, please ask away and leave comments.

Neuntoter

Monday, October 24, 2011

Big Announcement, Well... Sorta

I kinda took a step back from the programming end as a break I guess you could say. last thing I was working on was per pixel collision detection (Fun, fun). IMO, the game runs more than good enough to at least release a short demo of it to the public. Nonulok and I have to sit down and design the levels and add the music. After we release it there will of course be updates to it as we improve our engine and start to work on our new game which will be a very original title. The whole mini games thing will also start to happen so we did not forget about that.

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

Tuesday, October 18, 2011

Video Update

Nonulok and I ended up talking more business end then we anticipated, We now have a company name and some sound statements about the company and its goal for the gaming community. So unfortunately we did not get the video completed. But it should be this wed. that it will be posted. It will be short (compared to last one) but will go over the updates.

Neuntoter

Saturday, October 15, 2011

NEW VIDEO SOON

not just yet so please no nude dancing in the streets or anything. This Sunday, Nanulok is coming over so we can record and edit a short but sweet video of the updates since last video and explain their functions. Show you some play footage and get people ramped up for the game itself. We are both very excited that we are this far and the progress we are making with this. We do want to thank everyone that has and will continue to tell others about this and those who are waiting for its release. Now not stating any release dates but it should not be too much longer.

Neuntoter

Wednesday, October 12, 2011

Currently Working On

Particle emitters and enemy spawners.

The Particle Emitters will be for some sweet multi-particle effects. Ex, smoke trails, fire (not based off sprite animation) etc. should be cool.

The Enemy Spawners, .. we all know what these are and do, need I say more. These will work wonders for boss fights. Adding kindle to the fire never has been so easy ... whu ha ha ha.

Neuntoter