Monday 30 July 2007

BreakThrough - Update






Well it gets closer to being finished, as you can see most of the menus are done now. I have implemented most of the block, ball and bat features. All that is left is designing the 10 levels.

If you are interested in designing a level, give us a shout :)

Sunday 29 July 2007

BreakThrough - Wanted!



Play testers wanted for BreakThrough. Now that I have my particle system in there and the first level is done I think it is about time we had some testers of the Alpha release. If you are willing to test for DOG then please let us know here. We are always looking for avid gamers to lay down there time to test our stuff. Let us know ASAP if you are interested by posting a comment here with a description of your gaming experience and what genre you prefer.

Thanks.

Friday 27 July 2007

GLOOM: Progress Report



Just a quick progress report on Gloom.

The engine is fully 3D now - no more 2D enemies, scenery or weapon graphics.

Whilst this restricts the end-user customisation options somewhat, since XNA compiles it's game resources when the application is compiled, the game will still ship with a level editor allowing players to create their own maps.

Players will not be able to add new creatures, items or weapons to the game anymore, however I think the move to full-3D is an acceptable trade-off. In the words of Archibald Whitwhicky, "No Sacrifice, No Victory!"

The level editor is extremely easy to use however, and maps can be built literally in minutes.

The game will feature 10 different weapons, a variety of inventory items, and numerous different enemies including soldiers, zombies, and alien monsters.

The engine now supports a variety of different door types, including star trek doors, conventional doors and blast doors.

Various different switches can be put in place to cause earthquakes, kill the lights, auto-open doors, teleport, and activeate lifts, etc.

I'll post more news once an alpha-build is ready.

Oh, which will be about a month from now.