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Super Matt Jordan is about a real person with real people in a fictional setting and story. Some of the events in the game are inspired by real experiences. Or as my wife so eloquently describes it; "It's about the empirical versus the hypothetical." Super Matt Jordan is a side scrolling adventure shooter/platformer that puts you in a compelling story where you must duel deadly characters, explore dangerous temples, and solve elaborate puzzles. Aside from the main story, there are lots of mini-games along the way, hundreds of items to collect, an additional New Game Plus mode, and an original soundtrack.

Post news Report RSS April 2012 - Wayne, Swimming, and Progress!

A large slew of things happened to the game in such a good way. An old friend Returns! Wayne the Ostrich. Another challenge that has been overcome was swimming. A proper inventory display has been added...

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A large slew of things happened to the game in such a good way. A few experiments have gone right, if you would like to say so. One of which was simply the pondering thought of making the game take full use of the mouse, and having a similar setup to a shooter. As much as the game is a platformer, I experimented a lot with it. Alas, the conclusion was mind blowing with some developments that were entirely accidental. So now, everyone should fear the boss battles, or at least the tougher enemies in the game.

An old friend Returns! Wayne the Ostrich, originally being a second-rate parody of Super Mario's Yoshi, has been successfully implemented and is a able to aid Matt Jordan on his quest. His abilities are limited, and his purpose is more for transportation. He can shoot fire balls, he cannot charge his fireballs like Matt can, but he can fly for an unlimited amount of time. When dismounted, he acts like a Coffee Person that simply doesn't move, so he can help Matt solve puzzles. Also, there is only ONE Wayne in the game. Where you leave him is exactly where he will be. If you should ever lose him, you can call him back from the payphone in town.

Another challenge that has been overcome was swimming. Many technical issues were involved that were the fault of the kit and the engine. So I made due with something simpler. There are no bodies of water the player can jump into, but instead there are "water levels" where the entire level is filled with water. Water allows you to swim freely, but you cannot attack in any way. The water has the means of being turned on and off if you should find the appropriate switch.

A proper inventory display has been added. As you pick up quest items and keys, they will display at the top of the screen. Thus, locked doors can be opened. On that note, there are also Monster Doors which require a certain amount of monsters to be killed in the area for it to be opened.

Many new things had been added, but I can spoil the whole game at once. So much time has gone into the systems, gameplay, and mechanics that the graphics became lacking. Refer to the white blocks that make up the environment in the Coffee People demonstration video. I didn't want to show the white blocks again, so in the matter of 2 hours, I made some new graphics just before making the following video. In total, I've spent all but 2 hours of the month making sure the game's mechanics are absolutely top-notch.


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