OK, boys and girls! Remember a little event called Global Game Jam, and a game I spent a little time helping make during that weekend? A Perpetuam Memoriam? Well, stop holding your breadth – it’s back!
What does that mean, being “back”? Nearly every member of the original team is getting their act together, and with the help of a new digital artist, the game is going to manage its way to v1.0. A bit of open source from a published game, LarvaMortus, is going to be a bit of help as well – check it here. Though it is an earlier version of the Torque 2D engine that the team is working in, it should at least provide quite a guideline to solving our issues.
Perpetuam Memoriam is having a few blocks holding-up progress: shadow dynamics, enemy production and placement, further level layout, and new art assets. Our chief leader and programmer is trying to optimize the shadows, and Larva Mortus has minimal application as far as he can tell. Though a lot of our work is done on a forum, check out his blog for some of his work. I am recording how to handle AI creation and definition within Torque – it’s no walk-in-the-park like a C language or Actionscript 3; a whole new frontier! The levels are undergoing a nearly complete refresh, since moving in 4 directions of gravity skews the normal flow of level progression. And art? WIP, but I personally have great confidence in our new teammate.
Anyway, I hope to keep you semi-regularly updated on the progression of Perpetuam Memoriam as we move to v1.0. Though currently on v0.8, there’s no guarantee that development will be too quick; college students, no compensation, and internet distractions are all put-downs to the project.
Wish us luck. Again, check out both GGJ ‘12’s PerpetuamMemoriam, and Larva Mortus, which is available on Steam. Until next time, take care!
Damnit, this means I actually need to make some of those blog posts I've been meaning to do for the past 2 months.
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