The Daily Click ::. Projects ::. The Venging
 

Project: The Venging
Project Started: 1st August, 2010 Last Update: 9th January, 2011
Project Owner: HorrendousGames Project Members:
Project Type: Action Adventure Project Progress:

Project Overview  
Preview An extremely neat adventure game where you seek to find the killer of some guy that you apparently know.

The game will feature a butt load of weapons and armor.

This game will also feature
Local Multiplayer
Joypad support
Exciting bosses
GUITAR HERO
Other stuff

Not 100% sure on the name, other names I've come up with include:

Guy that avenges other guy that died
Super Smash Brothers
HIGHLANDER!!!
Grand Theft Horse
Mario Party
Mr. Simmons House of Wonder
Lord Wellington's Beef Trapeze
Final Destination
Thrillhouse

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Progress Video the Third
Posted 9th Jan 11, by HorrendousGames 5 Comments


Watch the video, I talk in it, and I don't feel like typing it again. Enjoy.
I have conquered animations!
Posted 26th Dec 10, by HorrendousGames Post A Comment
Sorry, the new sprites aren't ready, but I've done some extensive testing with an animation engine that is really simple and quick.

Riding on the coattails of Sketchy's genius, I've created a system that will allow me to shove all of the frames of one character into a single animation, and animate perfectly to my specifications with only about 5-10 lines of code. The system I used before was similar, except I had to create 2-4 lines of code for each animation (and with 18+ animations, that can get pretty bulky).

So in other words, once I finish all the movements of a single character, I will be able to literally throw in millions of different armors, weapons, body types, etc without really even having to think about it. Also, I can set it up to use a single active for a specific body part, rather than a different active for each piece of armor, weapon, whatever, so that's a headache that will be forever removed.

Some of you might say "hey, how is that different than loading each animation into their own animation and then controlling it with MMF2's built in editor?" Well, first off, I won't have to load each individual animation into each respective animation slot, that really eats up a ton of time. It's way easier to say "load animations frames 0-whatever" and forget about it, than it is to go to stopped and "load frames 0-30" go to run and "load frames 31-65" blah blah blah. Second, I would end up having to have a separate active for everything that I create, rather than being able to throw all the different sets of body armor into one active, all the leg armors into another, etc. Plus, I can play all my animations backwards as well as be able to create different animations using the frames already loaded in, without having to create new frames.

The only downside to having this kind of power is that I can get the file size of the game up pretty quick, but I really don't care too much about that. This game will rock your socks off, (especially with what I've got planned) so file size really shouldn't matter. I've already planned in some pretty clever aspects that will keep the frame-rate in tiptop shape, while being visually stunning.

Also, it's not important, but if anyone does any kind of art and you're good at it, feel free to drop me a line. You won't have to do ANY and I mean ANY animation what-so-ever, they are all static images. The most you'll have to do in terms of backgrounds are tilesets, and the best part is I will be working with you, it's not one of those "okay, you've got it so I'm not going to worry about it". Oh and even better, I'm not like most of the cheapskates (no offense to anyone) that ask for help around these parts, you will be compensated for your efforts. But the only catch is, you have to be able to make art that looks better than mine (which isn't really that difficult). If no one gets back to me, fine, no biggie, I'll continue on myself, but just to let you know, you'll be missing out!

The next task I am going to work on before I tackle any animation or other art is a good level editor, except I have no idea where to start, so if anyone has any good ideas, let me know.
It's back!
Posted 16th Dec 10, by HorrendousGames Post A Comment
Since the Christmas competition is coming to a close and my entry is totally just about finished, I think I'm going to dig this game back up.

When I started this game, I was planning it to be a quick game for a portfolio piece, but I think now that I'm going to change it up, make it a bit more of an epic, and perhaps other stuff. I'm sure you guys will love it.

I still like the idea of the combo system, so we're going to keep that, as well as the multitude of weapons and armor. But, since I know my way around MMF2 a hell of a lot better than last year, I've got a whole crap load of techniques for getting this done much simpler than before (not necessarily quicker), as well as take down the amount of performance that the game required.

I haven't posted any new screen shots, well, because I haven't gotten started yet... I'm going to take a break for a bit, a much needed break, and maybe during that time sketch out a formal design document, and possibly talk to a good friend of mine to see if he can't give me a hand with all the art I'm planning on doing for this. All in all, I should be getting started around New Years.
Bad News (NOT N E MOWAH)
Posted 6th Aug 10, by HorrendousGames 2 Comments
Well, the loading system is really too much. In order for the game to work smoothly I'll have to load each individual animation into the game, rather than loading them at runtime.

The good news is that once that's done, the game should run smoothly with no issues.

The bad news is if I do this, it will take too long and I don't have that kind of time to get this finished.

So, I'm cutting my losses and putting this project on the shelf for now, and I'll come back to it later when I've got more time to dink around.

I'll have a replacement project up soon that I should be able to finish in the allotted time.

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