Showing posts with label platformer. Show all posts
Showing posts with label platformer. Show all posts

2015/03/24

March update

Hi! I'm Lussy.

...It's been a while..
I got home from Korea a little while ago, so I'm still jetlagged and grumpy. But being there helped my mental health a lot, so now I'm ready to dive into work again. ...I mean, I would be but I have a few months of school left, so until I graduate, I don't think I'll have much time for anything... Finals. Sigh.

So while I was away and wasn't paying attention, Geril found a REAL programmer for our project. An actual programmer who can actually program AND actually DOES program. Not procrastinate. So yeah! As I still have very little grasp on what's going on, I'll just let our new programmer tell you how the project's doing. If everything works out though, I'll be able to switch back to the role of a designer and texture(/3dmodel/background/everything else related) artist soon. And I'm really looking forward to that.

***


Hi! I'm Alex,

I'm the new programmer for this project. I can also help out with German and Italian translations if we decide to include them in the game.

I hope you'll like the videos we make about the game, its features and maybe some of its funny glitches. I joined this project because I liked the story behind it and I want to be a part of this 'game-dev-gamers' team.

What I'm working on right now is some basic movement, and functions for blueprints. I'm still trying to get used to Unreal's hierarchy.

Hopefully with me on the team the rest of us don't have to get involved in the blueprint madness too much, so we can speed up the project a little bit.

What I aim to work on soon, but still don't know how exactly, are some grab functions and fluid character movement to make the gameplay look awesome.
I hope you will enjoy my videos and updates on the project.

***

PS: March's comic may be a little late, but it's already in process,
PPS: It looks like we'll be migrating to Unreal 4.

2015/01/24

Movement test!

Hello!

Here's a video for you:


Just a quick update on how we're doing. As you can see, we're experimenting with different controls: a fixed, side-scrolling camera with 3D movement. It works out pretty well. The only awkward thing about it is how sometimes you can't determine where you are in the 3rd dimension. We're planning to fix this with a small circle of shadow below the player, and a more dynamic camera.

P.S.: Subwoofer required for full experience

2014/11/30

Story time!

Hi! We're going to share some information about the game's world. It's going to be a bit technical so bear with us. The next story post will be focused on the actual story and the characters.
So... here we go.

The story takes place on Koronite, a world made up of irons. Along with this iron based world there are other kinds of matters on the surface which make life possible. Water is rare to find, clean water even more so as the seas contain lots of iron mixed in with mercury.

Magnetism is what makes the continents, mountains, air and water move. The planet has such a high voltage that it could shatter on its own, but the energy is contained by resistors (gigantic natural poles).


The atmosphere is slowly eating away the hills and mountains by oxidising them. Millions of undiscovered minerals lie hidden deep inside the planet’s inner layers among with organic living irons.

The reason why life is possible in this world is because of the plants as many of them are able to extract iron from the air as well as other sources and incorporate them. They then give off the materials they don’t need -  the ones that are needed for humans to live.


The life forms here are either based on iron or have evolved to survive in this environment. The people living on Koronite essentially adapted to the planet, their bodies able to process some of the iron. As such, they are heavier and sturdier but they regenerate less and more slowly. Their fur is strong but prone to rust if it’s not taken care of regularly. Breaking one of their bones may take tonnes of force but once broken, it stays that way. They can also have parasite-like irons consuming their bodies, or living with them in symbiosis. 

The planet tries to get rid of outsiders on a daily basis, these are the more recent inhabitants who haven't evolved to process iron, yet they are determined in surviving at any cost.

The surface is varied. In some places the ground is hot and sandy, elsewhere it is cold with crumbled metal. There are endless oceans that look like large mirrors and also seemingly never-ending are the chasms, floating mountains made of dust and slowly moving damp cubes of metal.


While life is everywhere in its own stubborn form, the inhabitants are fighting an endless war against nature using steam and sparks. After centuries they can finally say the surface is theirs. The problem is, the surface is not the only layer the world has.

Before conquering the surface life only existed deep below it. The creatures were primitive and less able to adapt to changes. Their large bodies remained as caves between the layers of the planet. As it moved and changed, the surface became more stable than the other layers. Water carved long caverns that became the home of simple and more complex creatures alike. So while the surface keeps changing, under it, chaos is the only natural order.

The average inhabitant stays far away from the deeper levels - they have enough trouble on the surface already - yet there are people who use the caves to remain hidden, to do things under everyone’s feet. They have to fight other creatures or nature itself for these places, so it isn’t very common.


About one and a half centuries ago, it became forbidden in most regions to work, develop and transport under the surface. Only mining could be continued and even that was kept under close supervision. Recently there have been revolts across the world. Leaders came and went, laws faded and became rewritten. Nations changed names and conquered new lands.


These new, neutral areas of land - or as their inhabitants called them, “free terrains” - were captured by hired mercenaries. Without a flag or a name the conquered lands could become inhabited to form a new nation of their own.

In this unstable world, to survive, beggars can't be choosers.

Our protagonists’ lives start out from the village in the valley of Maron.
They separate for a while after but their past and goals ultimately causes their paths to collide soon enough.


names not final

2014/06/27

Some plans

Hi!

A lot of you (..the few people who sometimes read this blog) don't understand what the game is going to be like. So we'd like to make this clear: we're making a sidescrolling cooperative game in which you explore huge dungeons in groups of 4 or less, fight monsters and enemies and do quests. We'll leave the rest for later. For now, here are some of our most recent plans and ideas:


(don't tell anyone! ;) )

2014/04/23

Maps and control

Hi!

We're constantly working on the game's controls, and also on a map so that we can test the controls. We drew a sketch for a map structure, and we already made it functional in the UDK. So, here you go: enjoy the sight of the player character jumping around in a sketch, in a textbook, within a wonderful, low-FPS gif. If it loads.


(Next time the quality's going to be better, I promise.)

Apart from the sketch, we made another simple map, without a real structure, to see how the environment would work with the control mechanics. The design is very basic. We only have a few world objects, that's why it doesn't have any detail and looks kind of boring. We'll be working on those later.

Here are some pictures of the map: