The mission i choose to accept is that of art and skill. All the products I will produce will be designed to run on older systems or low entry level machines as not everyone has the means to spend thousands on systems. with that in mind my one man team will aim to produce modern quality games with no need for excessive overhead to run. Now systems of yesteryear and now will run our products equally as well.
sorry for the late updates but as you can see in the video there are some improvements i have made. new slime enemies, solid double jump,
After another few days updating the jumpy engine. added light sources and skins.
Well the best of intentions often go arrey. the may 15 date planed for a lunch is now the planned launch date for a html 5 demo. i have scraped the over map idea and decided to go with a more linear play as the testers have found the over map overdone in many of these types of games. that being said now for the good news guys. the game will now include destructible blocks in the environment and a direct assault on the enemies for death. dust effects for jumping and playing with the idea of wall slides. stay tuned for weekly updates and screen grabs of the current engine build.
Well it all started a couple of weeks ago. sitting here playing some platformers i thought to myself what would make this a little more challenging and it hit me how about not being able to directly combat the enemy(jumping on or shooting) and just avoiding them in general. well i mocked up a proof of concept and showed it to my coworkers and the response was positive even if it was just a bunch of blocks moving. so i heardly gathered some sprites and made a couple of levels. upon the review some said it was a little to easy so i decided to change the player character to jump whenever they moved and boom super jump boy is born.
the game plan for release of this is to be commercially avalible by may 13 of this year.
it will feature:
Stay tuned for more updates.