Alright, here we go:
The Code
I have spent the last week rewriting the physics engine (enemy and map interactions you saw in the last video) and I am pretty much done (needs some polishing). So we have got destroyable tiles and damage tiles and such, but since the is no effect system yet (aundy is working on that) you just see blocks disappearing and I don't think that is worth another video...
While we are at it: I also created a GoogleCode page and uploaded all the engine code, so you may look at it and theoretically also download it (though I advise you to not do that as it is not finished).
The plan behind it is that I want to make the engine public once it is finished. As I try to create it as open as possible it could be the base for all kinds of platformer (mario-like) games and so I want to give anyone wanting to create such a game an easy start. In fact you could create a Mario game from it right now (just without sounds and effects).
I also will release the level editor later, so you can create your own levels (also for Wandor)
You can find the code here:
http://code.google.com/p/w-engine/
The artwork
Well I said "should be ready" for a reason...
The story
Instead I will give you some more details on the story:
There is reason why we did not comment on all the "other pirates" idea (which were great, btw)...
The game will start with the pirate ship sailing to an island which is rumoured to hide a great treasure.
It turns out very quick that Wandor (the player) is kind of the looser in the pirate crew and is looked down upon by the others.
The treasure is located in an ancient pirate hideout (a cave) and as you walk around the cave you are separated by the other pirates who laugh at you.
You will then find an ancient artefact which unfortunately (for you) is cursed. To break the curse you have to bring more gold into the old pirate hideout.
As you were separated by the the crew you have to get out of the cave alone only to discover that they have left the island without you (but with all the treasure).
This is the start of a hunt for revenge on the one hand and the treasure on the other hand (to break the curse).
More details on the crew members follow (
probably later this week).
The community
Well, we are always open for any ideas (as long as they are compatible to our plans), but to give them a certain direction, I would like to ask you to make up some hero states for the game.
What does that mean? Easy: Like in WarioLand the hero will react to his environment (mostly enemies), so for example jumping into a torch will set you on fire, being hit by a bottle of rum will make you go berserk.
We currently have the following "states" fixed (and some others which are easily exchangeable).
- On fire - player is running around uncontrolled and turns into a living flame after some time
- Drunken - being hit by a bottle of rum makes Wandor go berserk (you can break blocks you could not break before), but controls are a bit "delayed" (thanks to pstudio for the idea)
Now it's your turn - I am courious to see what you come up with (go crazy, the engine is pretty extendible), but keep in mind that every state has to have multiple purposes. For example being on fire can used to make the player fall down a platform (as he can't stop or change direction), but as well to light torches or break special blocks. A bad example of this would be the invisible-Wario in WarioLand 3, which was just used to get past the eye-block and it was really annoying as well (as you had to guess your position most of the time).
Every idea ending up in the final game will be credited of course.
Also,
PokeParadox said:
Keep up the good work, the enemy interactions seem already quite polished. I'm growing more and more interest in this project.
Also since you are using Penjin, I'm here if you need any sort of help, etc.
Thanks, but you don't know what you are getting yourself into, do you?
Have a nice day
foxblock out