As you all know, we have chosen to rebuild the engine for better performance, reliability and features. Along with having a pretty slick level editor for some good complex level editing. Well while everyone is waiting for Episode 1 to be released on the new engine I would like to state that I will put together some simple Boss like levels for some quick entertainment and to keep your gobs wet. I will most likely create about 5 or so Challenge levels (boss like fights) that should each take about 2 or so minutes to complete. Depending on how much longer it takes to release Episode 1, we may have more Challenge mode releases to keep your thirst quenched.
Neuntoter
Friday, January 13, 2012
Monday, January 9, 2012
Studio and Project Updates
Nonulok has been taking on a few cans of worms by making us a company logo, a Title Screen for DooM 2D Episode 1, and also working on our new format of Tilesheets. I have been converting the old DooM 2D engine to our new engine. With this has come a delay in release but trust me when I say this, it is well worth the time for both us as devs and you as the game players. The new engine has less limits and more features, will run on lesser specced machines and also now has intergrated dev tools for coming up with level design and creating new assets on a much easier scale. This works out for you as the gamer meaning The episodes will come at way better intervals once implemented. Both Nonulok and I are getting really excited about the new engine and it's promises. As a hold over I may release a few more levels using the old engine to keep interest and faith on this project and our up and coming studio.
I will also be working on a small project as I work on the new engine to show off some of the minor updates and to keep some fresh gameplay out there from us.
That is it for now and hope everyone had a safe and fun holiday and until next time.
Neuntoter
I will also be working on a small project as I work on the new engine to show off some of the minor updates and to keep some fresh gameplay out there from us.
That is it for now and hope everyone had a safe and fun holiday and until next time.
Neuntoter
Wednesday, January 4, 2012
Small Request
Sorry it's been a little but with Christmas and New Years and everything stuff has just been very hectic. Overall development has been going really well for both DooM 2D and other projects.
Now time for the request. I really would like to see some comments left about how you are either enjoying the demo or hating it and why for either situation. The reason I ask this is so it can become better. And also for some bugs or glitches that might be on a per machine basis. Trust me, I hope all that tried have actually got to play the game. I have had to instances that someone who downloaded has not been able to play do to not being able to install XNA 4.0 or .Net 4.0. I would love to help get this resolved but can't if I don not know any details or even if it is happening at all.
And not only that we would just love to hear from you.
Neuntoter
Now time for the request. I really would like to see some comments left about how you are either enjoying the demo or hating it and why for either situation. The reason I ask this is so it can become better. And also for some bugs or glitches that might be on a per machine basis. Trust me, I hope all that tried have actually got to play the game. I have had to instances that someone who downloaded has not been able to play do to not being able to install XNA 4.0 or .Net 4.0. I would love to help get this resolved but can't if I don not know any details or even if it is happening at all.
And not only that we would just love to hear from you.
Neuntoter
Monday, December 19, 2011
We Now Have a Level Editor
Yeah, this is exciting news because this will really help us speed up creating new levels for the new episodes. Although the creation of this did set us back a little for releasing Episode 1 but it is well worth it. While creating this I also added some new sweet features. Like ladders. Well let me explain better, ladders that you actually climb up and down instead of acting like stacked platforms. Also the levels are (background coding) more efficient so DooM 2D should run that much better. As an example, I dev the game on a 1Ghz X2 cpu and I did see a nice little boost in hectic scenes. The game is coded to run @ 60 FPS.
Well that's it for now
Neuntoter
Well that's it for now
Neuntoter
Friday, December 16, 2011
Minor Updates
I found out that the weapon switching after levels is still broken and for the life of me I can't find the issue this time. It's a mathematical issue with arrays but when I modify the equation it either increments too much or not at all which means the weapon either switches to the next highest or previous lowest. Over all it makes no sense at all.
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
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
Monday, December 12, 2011
DooM 2D Versioning
I actually made the mistake of thinking that when a game, whether it is a demo or an episode, would stay a fixed version with out updates and that the updates would then be released for the next episode release. WRONG..... Very bad idea, .. Why? When I die or go to the next level I go back to my hand gun, My bullets go through the bad guys head.... These issues have been fixed and I am told over and over that they are present in the game. Which as far as the player is concerned if the game or release that they are playing has these issues they have not been fixed. So solution. Going forward we will have a small version note section displaying what current version of the engine is out and what version of the current (individual game) version is out.
What this does. Engine updates means that something that effected all games was fixed and or updated and that game updates are things that effected that game in particular like GFX or sound FX fixes or updates. an update to a level or enemy found in that game etc.
Currently the version you are playing is listed in the top center screen, so you would compare that number to this blog pages current Engine version. So far not sure how we will be showing or giving the bug fix log but those are our plans and will be implemented within the week.
Thanks for your interests and patience
Neuntoter
What this does. Engine updates means that something that effected all games was fixed and or updated and that game updates are things that effected that game in particular like GFX or sound FX fixes or updates. an update to a level or enemy found in that game etc.
Currently the version you are playing is listed in the top center screen, so you would compare that number to this blog pages current Engine version. So far not sure how we will be showing or giving the bug fix log but those are our plans and will be implemented within the week.
Thanks for your interests and patience
Neuntoter
Friday, December 9, 2011
Side Project
The past few days I have been tinkering with designing an Isometric Tiling engine. They are very interesting and have lots of awesome possibilities. Clearly throughout gaming history they have been used over and over again for obvious reasons. But they always interested me and I thought , eh, why not, and decided to play around with one.
Over world open exploring and side scroll levels, Hmmm.....
Later and more on this later.
Neuntoter
Over world open exploring and side scroll levels, Hmmm.....
Later and more on this later.
Neuntoter
Subscribe to:
Posts (Atom)