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Thread: Multiplexity: Rezolver

  1. #1

    Multiplexity: Rezolver

    Its still just a working title, proposed by one of my co-workers, but I have my design doc about 1/3 complete. Since others are being so kind as to give us a look into their games I thought I'd do the same. Here is a short bit of info, followed by the link to the still in development Design Document.

    The goal of the game will be to work the player though multiple levels of the game. Each level will consist of a randomly generated maze with a puzzle at the end of it.

    Players will need to navigate the maze fighting enemies to receive pieces of the end puzzle and clues as to how to solve it. Players will need to collect all pieces from the maze and then enter the puzzle room in order to solve the puzzle. It is not necessary for players to collect all puzzle clues to enter the puzzle room.

    Once a player has solved the levels puzzle then they will be advanced to the next level of the game.

    http://www.eonclash.com/JumpStart/v4...sign%20Doc.doc

  2. #2
    Legendary Member cairnswm's Avatar
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    Multiplexity: Rezolver

    Quite honestly thats exactly what my first idea was Maze and Puzzle combination where the player has to collect pieces to build the puzzle with
    William Cairns
    My Games: http://www.cairnsgames.co.za (Currently very inactive)
    MyOnline Games: http://TheGameDeveloper.co.za (Currently very inactive)

  3. #3
    Co-Founder / PGD Elder WILL's Avatar
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    Multiplexity: Rezolver

    ah... I like thinking games.

    [size=9px]Don't forget to submit your entries through the competition system![/size]
    Jason McMillen
    Pascal Game Development
    Co-Founder





  4. #4

    Multiplexity: Rezolver

    Quote Originally Posted by cairnswm
    Quite honestly thats exactly what my first idea was Maze and Puzzle combination where the player has to collect pieces to build the puzzle with
    Just proves that great minds think alike. Looking forward to another great year of head to head development that pushes us all to be better game developers

  5. #5

    Multiplexity: Rezolver

    Time to up the ante, here are the first screen shots out of my game. Here is a shot of the Main Menu and the Storyline Screen. In game shots are not quite ready, as right now I'm rendering everything separate to make sure that it all works together. Of course, these are just static images being displayed with a bit of raster text on top of them.





    BTW: Notice that I decided on my final game title

  6. #6

    Multiplexity: Rezolver

    Those screenies look interesting... i assume you made the background with e.g photoshop.. How did you made those lines (is that a build-in effect or did you do that by yourself?)

    The concept is indeed very nice and may result in an interesting game. I guess you created your own 2D engine: "Jumpstart", but it's still an alpha version. I like to know what "Jumpstart"s capabilities are and what you are planning for the future.

    I'm looking forward to the result... good luck
    Coders rule nr 1: Face ur bugz.. dont cage them with code, kill'em with ur cursor.

  7. #7

    Multiplexity: Rezolver

    Quote Originally Posted by chronozphere
    Those screenies look interesting... i assume you made the background with e.g photoshop.. How did you made those lines (is that a build-in effect or did you do that by yourself?)

    The concept is indeed very nice and may result in an interesting game. I guess you created your own 2D engine: "Jumpstart", but it's still an alpha version. I like to know what "Jumpstart"s capabilities are and what you are planning for the future.

    I'm looking forward to the result... good luck
    The lines are added with a wind effect in an application called ArtWeaver. Its a graphics editing application much like PhotoShop, only free

    JumpStart is the game engine that I started for last years compo. Since then its had ALOT of work done. Its a 2D engine with SDL and Lua scripting support. Optimizations in place for GL Rendering or pure SDL rendering w/o the scripter having to worry about the details. More info on JS 3 at: http://www.eonclash.com/JumpStart/index.php

    JS 4 is still in Alpha development, and a specialized fork has been created just for PGD 2007, once PGD has completed the specific changes will most likely be incorporated into the JS core.

    A short list of the features of JS thus far: Sound, Music, Graphics (TGA and PNG support), Scriptable Objects, OpenGL initialization and optimizations, supports Windows, Linux and Mac (still in testing).

    As for the future: Polygon collision testing is the next major thing to implement. I'm going for an approach that will handle convex or concave poly's, so its taking a bit more time then I had originally thought.

    You can get some idea of how JS works by look at the sample game engine posted on my site. Granted, its no where near as advanced as JS is right now.

  8. #8

    Multiplexity: Rezolver

    Minor update, I've put up a quick page for downloads at: http://www.eonclash.com/JumpStart/v4/PGD07/

    Just in case anyone wants to see whats going on.

  9. #9

    Multiplexity: Rezolver

    That is looking good .

    Runs OK on my machine here. Keep it up
    <A HREF="http://www.myhpf.co.uk/banner.asp?friend=139328">
    <br /><IMG SRC="http://www.myhpf.co.uk/banners/60x468.gif" BORDER="0">
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  10. #10

    Multiplexity: Rezolver

    Also runs nice and smooth (1000 FPS) here on my system.

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