The game itself is a mix of various genres. I’d say the strongest influence is Mega Man for various reasons. First of all, the game is non-linear in the sense that the players have to clear any of the eight stages available in the stage in the order they desire. There is a final ninth level which will become available once the main eight stages have been cleared. Another strong influence for the game is bionic commando. Pan, the main character of the game, is equipped with a power chord which he can use as a grapple. Pan can use the grapple to swing himself from one area to another. Yet another influence is Castlevania. Pan can use his power chord as a whip to fight his enemies. It is also possible to collect BNA ( Breadeoxyribonucleic acid ) capsules to improve Pan’s abilities or acquire new ones.
@Crabby: ;)@Oldblood: You said it bro!
Hey guys! This weeks I’ve been tweaking yet more features. Last week I redid the hairdryer and this week I’ve continued this trend and redone the copter. It now works correctly in the new system, searches for and targets players and is ‘smart’ to know if it’s too close to the floor and will re-adjust accordingly; pretty cool right!
Also ended up making it more like a bouncey ball to start of with and I thought it was funny enough looking to share.
*Trev was away this week.
What news from the front you ask? I'd say this has been my most productive week since the very first weeks way back in January.I’ve also started experimenting with the menu system. This is all very much WIP but the hardest is done: fleshing out the general idea. Once you have a concept, it’s only refining it which a lot easier.
It's not good enough at the moment but it'll get better, you know me. :shrug2:Let’s take the title screen for example. I’ve been stuck on it for a while now because I don’t know what to put on it. If I had ideas about the composition, I could slowly refine it.What would you guys like to see on the title screen? The Duke Nukem thing doesn’t appeal to me anymore.I’ve sent a couple of new things to Goulven to integrate to the level design. I don’t know how far ahead he is but the more progress we make with the engine, the more in depth the level will be. I’m thinking we’ll be able to provide longer gameplay videos and tweak out the engine as we play around with the levels more. This is also good from an artistic point of view. We can quickly identify what graphical elements we need to build the level, this gives me a sense of direction as opposed to submitting things randomly. I’ve also worked on a new foe for the kitchen stage, Jeggson Vorheggs. Chainsaw wielding maniacs with super resistant armor.
And another foe (or boss): PsyVolt (a light bulb with electric powers):
I also did some pipes to make the washroom level more interesting:
Twitter wise, while our first week increased by 13, this week, we got a three new followers. Patience, patience. :)
Hi !My work slowed me this week, but with Greg's videos I have asked some friends or colleagues about what they find good or not (Without play).Now we going talk (With Etienne) about this feedback to meet the expectation better than possible.Stay tuned !- Goulven (Nev)
-Goulven forgot his BTS this week. -Etienne Have a good one and keep on toastin'.
Some news about the game for the week ranging from March 26th to May 3rd.
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