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!
wish my phone could capture this sky T.co
5hours 10mins ago by allegrodigital
Today, while Laz slept, I sat on the floor and talked with my wife while listening to the Beach Boys. I felt like I'd traveled through time.
9hours 17mins ago by allegrodigital
@pkollar important question: but was he wrong?
10hours 31mins ago by allegrodigital
I'm done clicking on any links that have "tumblr" in the url.
10hours 33mins ago by allegrodigital
@Vegapedia but... but I thought it was about integrity in games journalism!
10hours 38mins ago by allegrodigital
10hours 48mins ago by allegrodigital
When you're finally used to the navigation in UnrealEngine, and you start trying to use the same mouse buttons in Houdini...
Feb 26 2015, 12:06am by allegrodigital
They grow so fast T.co
Feb 24 2015, 1:10am by allegrodigital
@lucyamorris I think I only hit two parked cars.
Feb 22 2015, 2:20pm by allegrodigital