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.
Latest tweets from @mitdebo
Maybe Unity will start doing yearly releases. It'd be worth it then. But as of this moment, it doesn't seem like a good value to me.
May 23 2013, 6:23pm
Say you jump to the subscription model when Unity 5 comes out. In order to break even, Unity 7 would need to come out 2.5 years later
May 23 2013, 6:22pm
This issue is compounded when you consider upgrades. A major release upgrade has been $850. That is less than a year subscription.
May 23 2013, 6:19pm
At $75/month, you break even at 20 months. I'm not 100% certain on this, but has Unity ever had a major release cycle under two years?
May 23 2013, 6:17pm
Unity has come out with a subscription model. As a lover of Adobe's model, this initially excited me greatly. Until I did the math.
May 23 2013, 6:16pm
Came home passed out for four hours, instead of doing the work I intended. Woke up thinking it was morning, time for work. I hate that.
May 23 2013, 12:36am
Not that I'm saying I'm anything special. But someone out there is currently in my same situation, and they ARE!
May 22 2013, 1:42pm
The fact that Microsoft is neglecting this is a huge mistake on their part.
May 22 2013, 1:41pm
But the fact that I could potentially have one of my games eventually on a Sony or Nintendo product I find very exciting.
May 22 2013, 1:40pm
It takes no stretch of the imagination to say this, but by far I have yet to become an established indie developer.
May 22 2013, 1:39pm