by Kalladdolf » Mon Oct 17, 2011 9:45 am
==== BUMP ==== UPDATE ====
Since my last statement on this was about 1.5 years ago, most of you probably don't know this project existed in the first place.
For those who do, here's what's come up:
- Since at the time when I started T35Tbot, the iOS port wasn't actually out, I put it on hold because I figured there'd not be much sense in continuing unless I could test it.
- Now that it's been out for some time and I've been taking a closer look at what is possible with it, I decided to revive it.
But everything has changed.
- The robot has been replaced with a human. The fact that I used a robot in the first place was just an excuse for not being able to draw proper walk cycles.
Now that I've given it a shot and been relatively successful, I intend have a human as main character.
- The collision system is now perfect. Or at least that's what I claim. The player will never ever go through walls again.
- The player is not as bouncy anymore. Wall-bouncing has been turned into wall-sliding. When sliding on a wall, momentum is conserved. Meaning: If you jump at a wall with great vertical speed,
you will slide pretty high (yes, even gravity won't affect you as much).
- Spindash has been removed. Instead, you will be able to slide on the ground.
- No double jump. I've come to the conclusion that it's ridiculous in such a game.
- I'm working on slopes. I'm confident that they'll work, but can't say anything definite yet.
- Artwork and music has been trashed and completely redone. Since I'm programming this for the iPhone, I really have to watch file size and CPU limitations. But I think
now it looks fairly better than before.
- In contrast to the T35Tbot demo, this new one runs smoothly on the iPhone. But it's not gonna be easy keeping it that way.
What stayed the same is: The main gameplay still consists of running and jumping around, avoiding obstacles i.e. security units and sneaking up behind enemies (since you don't have any weapons except for a rubber stunstick).
Since GE does not support multitouch, all the controls will be have to be mastered with just one hand. Could be tricky, but it's doable. I'm trying it out as I'm typing this.
I'm not sure whether I'm gonna post a demo anytime soon, but hang in there. I might.