I made a new home page! Check it out! I felt that for a visitor to the site, a wall of text wouldn’t be so interesting. I thought it would be more interesting to have a short description of the game, along with screenshots and video. Information about the game, yay! Please comment and let me know what you think, especially if you have any suggestions for improving the new home page :)
Regarding development on the game itself, I’ve added an effect on the leading player with a minimum score. I made a simple particle system that uses my animation system (along with the animations pool for better memory usage). Here’s a video showing how it looks in the game! Hopefully this will help the leading player stand out, so it will be more noticeable that somebody is getting closer to winning, and other players will target the leading player…
Also in the video is a happy accident… I set the particle animation to loop instead of dispose, and that’s what happened. Funny little things like this tend to happen while making games – I thought I would share this particular one :)
Last week I was really very productive, and I also made some decisions! So here is Level 2 for THE MISSION:
Thanks to Christian, Danni, Jonathan and Luis from my work for playtesting! Of course some bugs reared their ugly heads, but I’ve fixed them since then.
Quick list of the major things completed in week 29:
Game fits any resolution. It figures out the highest scale while preserving square pixels, and then adds a black rectangle around the rest of the screen, like letterboxing for showing 16:9 films on old 4:3 screens.
Returned to native “resolution” of 24:14 tiles.
Indestructible tiles. Both the art and the implementation. The art will be more visible in the upcoming Level 3, as I make them work closely with saws since they look good together.
Death animations react to gravity. Since tiles under piles of ashes/sawed limbs/etc can be destroyed, these remains have to react properly. I’ve set them up so they’re paired into land and air version of the animations, and visually switch between them as needed.
And as always, various smaller things. Hope you enjoyed the video, and onwards to Level 3!
Little video of me talking very briefly about THE MISSION: BATTLE MODE!
And here are some pictures of the booth as well:
THE MISSION: BATTLE MODE made an appearance at Spilbar 14.0, where many people discovered that they actually enjoy being disintegrated and/or imploded!
Kabam! Third video.
Bunch of changes!
- Added two new victory conditions: timed and survival.
- Also added a HUD at the top that keeps track of each player’s principal stat for the round.
- The character select screen has undergone a few iterations as well.
- Effects such as screen shake and disintegration outline
Here’s another video!
So it has been a year and a half since I’ve done anything on THE MISSION, but I picked it up again for this Global Game Jam 2013. I made…
Currently it’s 2-3 player retro platformer shooting action. You must have 2 PS3 controllers plugged in via USB, and then you can run the game. There’s only 1 level.
More coming soon, I’m very excited about BATTLE MODE and breathing new life into THE MISSION!!
And here’s gameplay footage of BATTLE MODE :)
Retposting them to when I made them, which is a little while back…
This was actually a while back, so I’m dating it to when it actually happened… Retposting!