You can now play around with the rewritten Unity version of the game when you fire it up on Desura.
Mort is an intern in the afterlife, working for a company that ferries souls to their final destination. Being an intern isn't all it's cracked up to be. However, when a clerical error is discovered, Mort is given the task of sorting it out. Could this be his big break? - Fluid, automatic grapple hook mechanics. You don't need to worry about your aim, as the grapple hook automatically locks on - Certain grapple points temporarily enhance Mort's abilities! Double jumps, switches, and more are embedded in the swing points. - Non-linear exploration. Explore Heaven and Hell at your own pace, looking for the misplaced souls. - Hand drawn comic book pages, for story points and stuff - Around eight tough as nails areas planned, plus an undetermined number of HARD MODE levels - Amazing soundtrack by Jimmy Hinson, co-composer on Mass Effect 2, and composer for multiple indie game such as Pax 10 finalist, PuzzleJuice. - Planned level editor
I have a confession to make. If you've played the first area of Mort - and there's no reason why you shouldn't, since I'm offering a free demo of it - you'll notice there's a whole slew of spikes for you to avoid. However, originally I didn't want those hurdles to be spikes at all; I wanted it to be plumes of fire. After all, half of the game takes place in Hell, so it only makes senee that you'd need to contend with fire and brimstone.
Unfortunately, I am not the most accomplished artist. In fact, to be frank, I would consider myself to be quite unskilled when it comes to the arts. Every time that I attempted to animate a cool looking fire sprite, it always came out looking terrible. At the time I was finalizing those levels, I was racing against the clock, trying to finish up enough to submit the game to a number of festivals. Frustrated with my inability to animate, I went with the good old standby of spikes instead.
Fast forward several months later. This week, I saw on IndieDB an article for a game I've been following, and in it, I was extremely impressed with the way they handled animating fire. You can see that article here. (And honestly, if you're not following Path to the Sky, you really should. It looks amazing). I felt a rush of inspiration, and briefly ditching all the coding I've done recently, I played around with Unity's particle systems to see if maybe that was the solution to my inability to render good looking fire.
This was the result:
I may write up a tutorial on how I achieved this with Unity, but needless to say, I'm quite happy with it. I can't wait to rebuild those levels with the fire I always intended for them to have.
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Highest Rated (3 agree) 10/10
The game mechanics keep the game play fun and interesting throughout. I love the comic strip intro and the music is fantastic! Can't wait to see more.
Aug 14 2012 by LittleBitOSpice
Latest tweets from @mitdebo
5hours 19mins ago
The last point of this video (around the 7:48 mark) is very, very important T.co
11hours 13mins ago
Also, twitter, you really need to implement some kind of edit tweet functionality, especially if the tweet is less than a minute old.
14hours 26mins ago
Of course OF COURSE the WWE Network gift card is sold exclusively at Wal-mart. I'd expect no less. T.co
14hours 27mins ago
@timdogg98 Yep, for the ps4
15hours 2mins ago
@legobutts But I'm so used to society catering to my every whim! Why does that have to chaaaaaaaaaange? (hopefully obvious sarcasm)
15hours 35mins ago
Google is REALLY good at its job T.co
Oct 7 2015
And now @BattleandBrew is playing Timewrap. Yes, THAT Timewrap.
Oct 7 2015
@mellowturtle That's pretty good!
Oct 7 2015
@MikeASchneider Entirely possible. I only listened to one track and was very "eh" on it, so you probably have a solid point
Oct 7 2015