Monday, June 13, 2011

What's next for Platform Hack?

The game has been submitted to Dream Build Play! It should be showing up on the list of entries shortly.


So what's next for Platform Hack? The build submitted to DBP was a subset of what I originally envisioned. What I'd like to do is continue working on the game, primarily creating content, for the rest of the summer. The game would go into Peer Review late summer, and hopefully be released on XBox Live in September.

Here are the features I'd like to complete for the full release:

  • 4 Total worlds, with unique tilesets, enemies and boss fights (Forest, Mountain, Desert, Wasteland/Factory)
  • Leveling skill-tree and powers (Attack, Defend, Explore)
  • Procedural level generation (for 50% of levels)
  • Some form of narrative story that links the "quest" together
  • Infinite mode (similar to roguelikes, where you can continue to "dig" down into the dungeon, and everything scales accordingly)
  • Overall polish of menus, HUD, etc

The only tough programming challenge is getting the procedural levels dynamic and toned enough that they can be used. Right now I can randomly place enemies and traps, but they aren't set up in a way that makes the overall map feel both coherent and challenging. We'll see if it's doable.

Everything else is mostly content generation, which is slow and steady, but is well within reach for the summer.

Next, I'll be doing a post-mortem of the DBP process, a list of acknowledgements for the game, and a breakdown of the various tools used during development.

Saturday, June 11, 2011

Thursday, June 9, 2011

Platform Hack Trailer



The finishing touches are being put in place! Here's the trailer for the game. A new playtest will be up this evening on App Hub. I'll also be laying out the plan for the game post-DBP.

Sunday, June 5, 2011

Taking Shape...



Latest build - beta 1.1. A new playtest is out on App Hub: App Hub Playtest - Platform Hack

Big thanks to everyone who has helped out so far. Anna D, Ena M, and Joe Roh! Without you guys this thing would not be possible!

Only 9 days left and still lots left to do -

Sunday, May 29, 2011

Crunch Time



Things are coming together. I've built some full levels with enemies, keys, locked doors and chests.

The XP system is also in place, so killing enemies will get XP for both the main player (HitPoints) as well as weapon (Sword, Gun) power.

The game still needs tons of balance, not only with the XP and advancement system, but also the level design.

And of course the graphics are pretty blugh.

Hopefully I can have a playable build (that works on the XBox) in App Hub playtest by the first of June!

Thursday, May 26, 2011

We have HUD!


We have a rough HUD, with Health and XP Bar, Items, and Mini Map!

Now just need to wire up everything in the game to the HUD (character level, leveling up weapons, etc).