Super Hematoma is a beat-em-up inspired retro multiplayer fighting game which will have you pitted against your friends (or random jerks from the "internet") in brutal street fights. Whether you decide to go it solo or with a group of friends, your Bruiser will be able to bash, bludgeon, and break your opponents using a variety of weapons or even your bare fists. With a variety of arenas and game play modes to choose from, you'll be knocking knuckles with the best of them for hours on end. This project, which is in early development, hopes to bring classic retro pixels and music into a modern multiplayer brawler setting. We're a small team of two independent developers that are working hard to bring something fresh to the table.
Hey paisanos, Matt's back out of the depths of his nerd cave to give a long overdue update on some game dev stuffs!
So, jumping right in:
A rather modest goal that I had early on was building a default package file format for Super Hematoma to externally contain sprites, level information, game data and the like. I’d build a simple toolset to pre-construct these package files, as well as deserialize resource data back out of them in real time for the game to use. Implementing this “rather modest” goal stretched out across what seemed like an eternity of development time, which can be pinned on a number of reasons (the common “real life happened” cover, caffeine deficiency, the ever-present temptation of having hundreds of little plastic cartridges stuffed full of nostalgia surrounding me at my workstation at all times, the like). Mostly though, it was just bad planning and time underestimation.
Honestly, if making a game (maybe any software? maybe anything?) is something you really want to do, make sure you’ve got your priorities and goals straight from the start; if you’re a tinkerer / crazy nerd, building everything from scratch can be a great temptation, but expect things to proceed slowly. Only do it if you really like doing it (which I do) and have time (oh, uh, about that…). It’s always fun when the todo list grows faster than the completed list. Even when you’re as cool as I am, you can’t defeat common sense.
Anyway, this undertaking coincided with a rather large change in the animation engine to build character sprites out of separate parts, as has been previously explained, and as Steve has so graciously filled pages and pages of our blog with people pieces for. I’d also mentioned the real-time outlining of the characters previously, which has been integrated into the new engine. Data format for descriptions of stages, items, game parameters, etc. will be described in XML files which are currently built into the package files as well.
So, where are we?
needed to become this:
Back to Gradius 2! Stay tuned!
Aug 26 2015 by 8bitcartridge
Side walk, not side loiter
Aug 26 2015 by allegrodigital
That disappointing moment, when after receiving a free game from your studio, you let them know you don't own the console.
Aug 25 2015 by allegrodigital
@andreakhaid That's 7.89342802 × 10-17 light years! And 1.65977 stone!
Aug 21 2015 by allegrodigital
Aug 20 2015 by allegrodigital
@dedhedzed It would be more fitting for it to launch from your arm
Aug 20 2015 by allegrodigital
@r0bbieTheRobot Only now getting the time to clear Rex Rocket from my to-play list, but wanted to say, it turned out great!
Aug 18 2015 by allegrodigital
Legitimately, I think the Ouya folk should be proud. I didn't think it would be a brand spoken of for even a quarter of time it was.
Aug 16 2015 by allegrodigital
@axl99 Well, I crossed over to games from film, but we're looking for games people, not film people on the game we're making ;)
Aug 15 2015 by allegrodigital