I've only been doing little bits of work on Tormi for a month or so now. The main focal point is making it easier.
Unless the player is in a boss fight, dying not takes you back to the door you entered through of that frame. So enemies you current killed will still be dead, powerups collected etc.
Also added a little arrow that points to the nearest door (other than the one you entered through) to aid exploration for new players. Might make that into an item though...
Added a new effect to the boss that was featured heavily in the 2nd Chapter trailer. I've learnt a lot from one of my new projects about physics implementation in MMF2 so I'm putting that to good use.
So that's Tormi!
But we have started work on 2 new games. Yes, we! Pineapples doing teh muzacs this time so these will be our first public release.
One of them is a full on adventure game with a size somewhere between Lunnye and Tormi, which we've nicknamed Tempest for now (nothing to do with the older Tempest game, I wanted to put Project or Codename before it but that sounds daft). Supports 360 controller or keyboard/mouse if you don't have one.
The second is a shorter game, but designed for multiple run throughs and currently called Hadal.
Both are using heavily modified Tormishire engines, both HWA, both should be out next month.
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