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Project: Tormishire
Project Started: 7th February, 2007 Last Update: 15th December, 2009
Project Owner: Dr. James MD Project Members: MrPineapple
Project Type: Platform Project Progress:
More Info: http://satansam.co.uk/tormishire Faves: 78

Few minutes free...
Posted 25th Feb 09, by Dr. James MD  
... Whilst TF2 updates

So it's been a hectic past couple of weeks again. Here be some updates-

• Updated the swimming engine. Previously the player would be rotated in the direction they were headed, which meant a change of 180° would have a wide turning circle. The new one has a similar motion but is much tighter to control.
Also unified both the walking and swimming engines. So now if a player does a pencil dive into water they will just drop, but if they take a running jump the player will impact at an angle calculated by the X and Y movement (which also translates the platform speed to swimming speed).
Getting out of a stretch of water has the same new enhancements. If you slowly swim out of anywhere except the top of water (because this game has that funky side water that New Sam had) then you'll likely just drop. But if you speed up then you can launch yourself out, continuing the swimming angle.

It's all a massive step up from before where the player would be instantly rotated in 90° increments depending on the side of the water you entered. Speed was transfered though, but it was much too powerful and you could really send yourself flying when leaving water.

And to celebrate all that I've thrown in some new graphic effects for when the player is swimming which will probably be seen during the next trailer.

• Added a new weapon. It needed a weapon that didn't use up ammo and could pull off some technical moves with. And added in the framework for complex enemies with specific hitspots (location, angle of impact etc). Along with a fairly big gameplay update that gives melee more attack power should an enemy be moving towards the player. With a ceiling value of course to prevent cheeky sods breaking it.

• We've also taken a step back and decided to fix up another old area, make it bigger, more varied and such. The new design has a gradual change of gameplay design- it starts off as a combat area but slowly adds jumping puzzles as you climb up to the new lair location.

And why isn't that project graphic not displaying its been like that for a while now.
Preview


Posted by Ski 25th February, 2009

So in a nutshell, Super Metroid?
 
Posted by Dr. James MD 25th February, 2009

Because Super Metroid had 360 degree swimming, and enemies are exclusive only to Metroid. A game that also had melee attacks and an abundance of mining villages, huh
 
Posted by Del Duio 25th February, 2009

• Added a new weapon. It needed a weapon that didn't use up ammo and could pull off some technical moves with.

Yes, any game like this should have at least one weapon that doesn't drain mana or ammo IMO. you don't want to leave some players high and dry with nothing to defend themselves with afterall!

So in a nutshell, Super Metroid?

Not until Tormishire has a Wrecked Ship, gravity suit, and the little guy can shinespark. (Or DOES it already?!)

James, is this still coming out next month? I think you said you wanted it out for Spring 2009 last I heard.
 
Posted by Dr. James MD 25th February, 2009

hopefully Autumn
 
Posted by -Nick- 25th February, 2009

"Not until Tormishire has a Wrecked Ship, gravity suit, and the little guy can shinespark"

Doesn't it already?
 
Posted by AndyUK 26th February, 2009

Yeah, every game anyone ever makes or ever will make is a clone of a Nintendo IP!
 
Posted by Dr. James MD 4th March, 2009

Apparently so!
 
Posted by Xhunterko 12th March, 2009

And yet, no thoughts of a demo?
 
Posted by Dr. James MD 13th March, 2009

Oh there lots of thoughts of a demo. We're still talking about the best way to do it is all.
 


 



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