Progressing in Reverse.

Posted by Charlie Carlo on Dec. 18, 2012, 10:50 a.m.

Which I think is an emo band or something.

So I've been working on Credence Filter, but I became fed up with the platformer style, partly because there are things I want to do with the game that would feel very limited if it was a platformer, and partly because I've made nothing but platformers for like, 3 years.

So now it's a Zelda-like adventure game. I'm not sure what the proper name for the genre is. I feel like, since this is the first project I've restarted from scratch mid-production, that this game is the most important one I'll ever make. It's like my Depths, except arguably less pretty.

Instead of a sword, Tohm is equipped with a deadly, deadly rake, which will always be equipped. The new game has 4 way movement that is grid-based. The grid-based movement isn't the annoying kind, though, it's really smooth and the grid is fine enough that you barely even notice you're stuck to a grid, all with the added bonus of being able to walk through doors without trying and failing for 20 minutes.

There will be a second action button that can be rebound to various other items, the only one implemented so far is the pistol.

The new engine is more versatile, and less resource-intensive. The overall darkness of the game can be changed or automated with a global variable, which would have been a pain to implement in the old engine. The lighting looks better, but it's a bit more convoluted than in the old engine, of course, not nearly as convoluted as the shadows in the old engine. Instead of just add-blending the light to the game, I use the light sprites as a mask to blend the game onto itself. It sounds weird, but it preserves darks and makes the game seem to have more depth instead of less. Plus this new engine I can just color blend the light objects to make colored lights, I like it so much better.

Also there's this guy, he doesn't do anything yet, other than look really creepy in the dark.

In other news, I made another song for the game,(TWO MUSICS IN ONE BLOG? >:C) wherein I actually made use of instruments that I actually own (an electric guitar). By the way, putting recorded tracks into Reason 5 is pretty annoying.

Any thoughts on this crazy re-imagination?

Comments

Quietus 11 years, 11 months ago

oh yeah, i've been meaning to get off soundcloud… i hate their new layout. edit: ugh they even open a new window to log in. who the fuck does that? anyway let me find the upload button in all this noise… un momento.

oh i love how they haven't changed how ugly and bright uploading is, they just complicated the rest of the site lol. anyway here: https://soundcloud.com/myblackaura/sets/salem-jeyes-demos

Rukkimeth's Theme Pt 3 is probably the most well structured given all the tempo changes, but i think the Tower Sequence one is really freaky too. there's this sound from playing with the delay on the trumpet, to make it sound like it's screaming or something lol.

edit: don't let Steven hear these, he'll probably have a stroke from my intentionally abrasive (lack of) harmonies. :P

Charlie Carlo 11 years, 11 months ago

These would work quite well to set some atmosphere in a horror game. As long as you do what Half-Life did and only play the songs once when you've gotten to a certain point.

Quietus 11 years, 11 months ago

too bad i'm done making games lol. maybe someone will want them eventually. :P

mikemacdee 11 years, 11 months ago

i can't wait to play the shit out of this. it looks really great.

Acid 11 years, 11 months ago

+1 For your movement style

2d-Survival-Adventure games are my favorite.

Charlie Carlo 11 years, 11 months ago

@mike :D Here's hoping it doesn't end up like all my other big projects; dead or crap.

@Acid The movement is important since it'll be the most used feature of the game. I hate games where you can't make it through a door because you're two pixels too far to the left, and this is the best way I could think of to avoid that, other than GIANT DOORWAYS.

I quite like Swizzards games as well, I'm not sure what my obsession is with making platformers considering I haven't played too many memorable platformers.

mikemacdee 11 years, 11 months ago

I thought the "fear of ladders" one was pretty cool.

…wait, does that count as a big project?

Charlie Carlo 11 years, 11 months ago

Not really, I made that in a few weeks for a GMG competition.

JuurianChi 11 years, 11 months ago

This looks like it could be a great amount of fun.

If you ever run out of ideas, I have a ton to share just based on these screenshots.