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Along comes a dude...

Pretty much, this game will have lots of content from various real-life and internet sources. Almost everything will come from various people's experiences and even the people themselves. Every single NPC will be a real person.

First of all, Matt Jordan is also a real person. He is a great friend and a corky guy I attended college with. In this game, he assumes the role of a stray hero who comes along to help out the town of Osbourne. There he will meet a variety of people and things that are also taken out various experiences and life. Pretty much mashing as much hilarity and life-related material in this simple format of a game as possible. This game is more about the people than anything, but its also pretty fun for anyone to play.

Here is some gameplay, at the time of writing this, its old, and its already greatly outdated. New stuff is added every day!

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Dev Doc Rose Man Pretty...
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1 comment by Rimrook on Jun 12th, 2013

So after the demo was released, I took a break. I planned to run a Indigogo fundraiser to get the project really moving forward, but decided to not go through with it because if I was going to bother my friends and family for money, I'd do it in person. Also, the fundraiser would have allowed people to buy into roles in the game itself, essentially taking roles away from the list of people I already have to cast. It didn't seem fair at all. Instead I took a day job and in between dealing with the old and senile, I decided to craft an extensive game design document using the motley of half-dried highlighters and sharpies. I designed everything out in great detail, I even spilled cool-aid on it.


So after a year of development, don't panic, I finally know what I'm doing. With that, I've realized how accomplish-able this project is and from that point, I started prioritizing... sort of.
This screenshot shows one of the most difficult developments in the project was some advanced physics involving water.


Water now is complete with object buoyancy and floating. Matt can swim by default without having to find an upgrade. Water isn't super integral to the game so you get a freebie on that. While in water, Matt can swim in eight directions using the movement key, or by using the mouse and clicking to make him swim towards the crosshair. Matt cannot attack with his fire under water, so this poses a unique challenge to the player.

Since I've been getting better with the SMJ art style, I decided to make some new graphics and update some old ones. Some of the stuff you may know from the demo has already changed.


 
The game is really starting to look the way I envisioned it and believe me when I say that is a satisfying feeling.

A large number of refinements to coding and features we also made, a lot of them simply because I'm getting better with my tools. It happens. One of those advancements is getting a grasp on a feasible and flexible combat intelligence for bosses. Where I am in the game's progression doesn't require advanced fighting yet, but I do have it and it has been tested. Playing against an opponent that fights as hard as the player is freaking scary. Imagine a slow roasted blend between Any robot master from the Mega Man X series with the intense fighting of Super Smash Brothers. It's fast, it's challenging, it's completely unpredictable. I've managed to dumb this system down to make simpler enemies and this one particular boss...


The Rose Man is the guardian of the forest temple... are those... bees?

Post comment Comments  (0 - 10 of 12)
Bigpather12
Bigpather12 Feb 8 2013, 11:34am says:

one more do you plan on haveing freqient updates on your blog?

+1 vote     reply to comment
Rimrook
Rimrook Feb 9 2013, 10:43pm replied:

I will update things as often as they come on the facebook page.

facebook.com/windliongames

+1 vote     reply to comment
Bigpather12
Bigpather12 Feb 3 2013, 5:56pm says:

6.Will there be llts of varity in enemies?
7.Also does the demo have all the levels that will be in the final release?

again thanks

+1 vote     reply to comment
Rimrook
Rimrook Feb 7 2013, 10:13pm replied:

To answer your Questions:
1. the demo is only 10% of the game.
2. wait and see.
3. lots of items to collect in the game that make the player stronger.
4. lots of secret areas.
5. no player-adjusted difficulty modes.
6. tons of enemies are in this game.
7. demo is a short part of the game, expect much more!

+1 vote     reply to comment
Bigpather12
Bigpather12 Feb 3 2013, 5:54pm says:

6.Will there be llts of varity in enemies?

again thanks

+1 vote     reply to comment
Bigpather12
Bigpather12 Feb 3 2013, 5:53pm says:

awsome reakly lookingv forword to final release!1 couple of questions

1.how many levels will the final release have?
2.will you gave any unkockble nodes@maybe a new game plus where the enemys are harder)
3.will their be collectbles?
4>Will their be secret areas?
5.Will it have diffrent fdiffcuilty modes(that maybe depending on the diffcuilty bosses and enemys will have new attacks)?

+1 vote     reply to comment
AkiGameDev
AkiGameDev Jan 22 2013, 6:03pm says:

The art is really nice!

+1 vote     reply to comment
Rimrook
Rimrook Jan 2 2013, 10:32am replied:

I know I claimed a demo would be out several months ago, but a demo will be out by the end of the month. For realz this time.

+2 votes     reply to comment
jackjack10
jackjack10 Jan 3 2013, 3:51pm replied:

Thanks :D

+2 votes     reply to comment
Rimrook
Rimrook Aug 29 2012, 9:17am replied:

A demo within a month or two... hopefully.

+2 votes     reply to comment
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Super Matt Jordan
Platforms
Windows, Mac, Flash
Developed By
Rimrook
Engine
Flixel
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Release Date
TBD
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Style
Genre
Platformer
Theme
Comedy
Players
Single Player
Project
Indie
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2,353 of 9,865
Last Update
6 days ago
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