Sorry guys, no screenshot this time, but we have solidified a game idea! It is called BeardKnights, and it features multiple playable bearded Knights each with there own abilities and traits.
You select one of these Knights per stage with the option to switch at set checkpoints throughout the stages. The game will feature somewhat megaman inpired platforming just like our original Galaxy Bear idea but will feature online co-op!
The Networking will be a huge programming task, but the system I have in mind for it will make it so all of our Actors can be easily networked with a few extra lines of code!
The Knights will each feature a theme that gives them a certain usefulness and skillset. For example one knight may be a "Tank" featuring increased health and a shield, but mediocre damage and speed. The combination of knights you choose, plus which castlevania-style subweapons you take with you will really make each level unique to your playthrough. Additional Knights will be added and unlocked as you progress through the game to keep it fresh, and give a new spin on old stages (possible alternate paths, time attack?).
Still as of our last posts we will not be starting official development until summer, but the Engine is well underway and I will be working hard on adding a robust networking system and getting the basic game elements in before we get into the meat of it.
Thanks, until next time!
(P.S. If you have any questions about the code, design, or anything else feel free to leave a comment!)
Monday, April 7, 2014
Thursday, April 3, 2014
Going in a new Direction + Engine
SO, I was wanting to make an update post about the development of the game. Honestly we have started to stray away from a 2D platformer and quite possibly the Galaxy Bear idea as a whole. We have have been discussing game ideas and seeing what kind of games we'd like to make that fill a more unique role, or feel a little bit more at-home to us. All the while I have continued working on the Engine/Game Library.
I'm pretty proud of what I have so far. Using Win32 - OpenGL - GLEW only, I have gotten this far. The classes are all designed to where I can abstract out and add multiple platform support in the future.
It's is currently called the Khimera Game Library ( Mainly because that was an old gaming screen name of mine ). Most recently I implemented 3D VBO based rendering + GLSL Shaders, Timing, Basic physics/ Colliders( 3D ), and an Event/Input Wrapper/Manager.
We still won't be starting actual development until the summer, but I'm designing the Engine to be able to handle any of the handfull of game ideas that we are tossing up right now.
I'm also considering doing engine development videos and tech posts just to keep a content flow happening while we prepare a game idea.
Thanks guys!
I'm pretty proud of what I have so far. Using Win32 - OpenGL - GLEW only, I have gotten this far. The classes are all designed to where I can abstract out and add multiple platform support in the future.
It's is currently called the Khimera Game Library ( Mainly because that was an old gaming screen name of mine ). Most recently I implemented 3D VBO based rendering + GLSL Shaders, Timing, Basic physics/ Colliders( 3D ), and an Event/Input Wrapper/Manager.
We still won't be starting actual development until the summer, but I'm designing the Engine to be able to handle any of the handfull of game ideas that we are tossing up right now.
I'm also considering doing engine development videos and tech posts just to keep a content flow happening while we prepare a game idea.
Thanks guys!
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