Craig Perko has an engine demo of Machine City available on the game’s blog. This is a game that I worked on for about two weeks in its earliest stages of development. For my part, I helped flesh out story elements, talked potential markets, did some odd programming jobs mostly to do with tilesets, and made some audio and particle effects. Craig did everything else, because he’s an artist/programmer supreme.
And it looks like the engine is coming along very nicely. I’m particularly impressed with the wooden platforms that smash, since I remember dealing with Torque 2D physics weirdness and thinking it might not work out. Also, Craig’s expressive character sketches add a lot to what at this stage is just placeholder dialogue. Go grab it and see something cool in its early stages!
As a side note, Craig’s looking for people interested in helping him out with this project. So if you want, drop either of us a line in the comments. I know there’s a bunch of hungry young developers reading this blog (hi UMass Amherst guys!).
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I’ve made this clear to Craig earlier, but I would definetly like to do “level design” (whatever you call macroScript design for an adaptive content game) as soon as the engine reaches beta or an appropriate level of usability. I also met with some local coders at my school a week ago, they’re wanting to do a student game shmup with an interesting shifting mechanic, where you can shift the game between a crisp world and a sketchy world, causing weapon effects, obstacles and enemy properties to change. I think it would be interesting to see if they could introduce that mechanic ontop of the engine, and use the PAC engine to create content.
It would be best to discuss such things over email, simply because blogger’s threading is rather poor.
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