Posts archived in blog

I’ve decided to scrap the platformer for now.

Since about a week into it I ran into a bit of a wall. I’ve been pushing against that wall for a while now, but just can’t seem to surmount it. I just can’t find the FUN. Maybe I’m just too far removed from the genre, but I can’t seem to think of how to make standard platforming straight up fun.

That isn’t to say platforming can’t be fun, just that I can’t drum up a way to make that game and have it be fun. A few ideas have come to mind, though this time I’m trying to start from game play and build from there.

I’ll still likely be using TGB (Torque Game Builder) and therefore 2d assets. No point reinventing the car at this stage. ~.^

Platformer
(Haven’t decided on a title yet.)

Presently I’m working on a platformer. I went ahead and spent a hundred bucks on the Torque Game Builder, so far it’s looking like money well spent. TGB comes with a nice set of basic tools that have allowed me to get the basics up pretty fast, also the scripting language is based on C# syntax so I’ve found it rather intuitive so far.

I knew before I began that I was going to be using 2d art. 3d is great for certain things, but I just don’t have the time and money to make a something in 3d that looks good and moves fluidly. The major sticking point of pixel art though is that you have to draw every frame yourself, so for now I’m focusing on trying to build a unified style.

The main character has been slowly evolving.





Some shots of the game I have running at the moment.



Anyways, the script isn’t coming along as fast as I want. Still I do have a general direction for it to go.