Camtasia made the game play at blazing speed, so the video is actualy much much faster than the actual game. This causes the bird to look jerky. Maybe I can record a better video in a few days.
Video demonstrates basic (WIP) stat system, day/noon/night, and basic movement. The jumping will be capped later on and the stat system will undergo MAJOR changes.
Character graphics by Jason and Platform graphics are done by me. All platform graphics were made before development of this game was started, so they are probably temporary.
Project Eden is a project by Jason "Mistajaye" Buividas and Derek "GamesterXIII" Reaves.
Jason is primary graphics designer and secondary coder, while I am the main coder and secondary graphic designer.
Project Eden is a Platformer Rpg, loosely based on biblical characters and themes. It is NOT a religious game,nor is it planned to be (100%?)accurate by any means.
Progress is early, but I think we have enough content to create a project page at this point. The engine has been a WIP over the past few weeks or so, but most of it was created within a few days. I work a lot (6/7 days a week and 12-16 hours a day or more) so I don't always feel like putting time into it once I get home.
The engine currently has
-A very basic (WIP) stat system. STR AGI INT VIT
-Walking/Running - Agi increases run speed
-Jumping - Agi increases jump height
-Accel/Decel
-Icy floors
-Vertical and Horizontal moving platforms with acceleration and deceleration.
-A bird (familiar) which follows you around. The bird is your partner and will aid you in battle by attacking enemies, leveling up and gaining supportive skills, and by giving you a stat boost.
-A Day/Noon/Night system.
The engine uses no extensions and I plan to keep it that way. Minus the alpha channel object possibly - if that even counts as an extension.
Features we plan to implement
-Equippable items.
--Equips are as follows:
--- Headgear
---Armor
---Bracelets
---Gloves (bracelets may double as gloves or vice versa)
---Boots
---Wings - equippable to boots
---Some gear will add stats and def, rather than just plain def. (EX: Boots add run speed, wings add jump height etc.)
-Experience Orbs
--There will be a type of experience orb for each stat. So there will be Str orbs, Agi orbs, Vit orbs, and Int orbs. These orbs will give your stats exp. When a stat gains enough exp it levels up, increasing that specific stat by a percentage (depending on its level). Level cap is 10.
-Swimming (This should be the next feature I add).
-Combo System
-Possibly more types of moving platforms.
-Familiar support (attacking,healing,etc.)
-Different, stronger enemies at night time.
-Grinding Areas (planned to be optional, just for fun areas).
-Skills
-Some Lighting effects
-and more
I will have Jason post the current story, or a summary of it, later.
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This is the engine we will almost definitely be using for the game. It is just the basics, but I am excited that I finally got slopes working properly and in minimal lines! Total lines for the entire engine, including all groups = about 65 so I'm pretty excited about that. Not to mention that it is fully optimized for animations - most can be added in only 1-2 lines of code.
Everything else movement wise should (hopefully =p) be a cakewalk from here.
Jason started a new project page, but I'm posting here since I can't update that one yet and it is a bit messy atm . I will transition over to that as soon as I am able to.
I have been very busy lately so coding progress has stopped for a while. My computer recently became infected from a customers computer (I run a computer repair shop) and I was forced to install windows on another partition to access my files. I've removed the virus completely, but I still need to back up my things and do another format. I just haven't had time to do so.
Although coding progress has somewhat halted, Jason has been hard at work on yet another graphical overhaul.
Check it out
Over the course of the next week, I am going to try to find time to fix my computer up, get mmf2 installed, and get back into the groove of coding.
I also may have found someone interested in creating music for the game.
[J.A.B] Revision of Adam, crits really helped out! thank you so much for the insight. Edited posture, edited left leg juxtaposed positioning... cell shading process begins, and more to be soon! !_!
The current platform graphics are undergoing a stylistic overhaul. The old graphics were created by me before the plans to make this game so Jason came up with some new ones in a different style.
They are obviously unfinished, but we are progressing. The engine is also being reworked from scratch for optimization reasons. Moving platforms and the flying bird have been removed until the more important aspects of the engine, such as fighting, are finished or at least started.
Jason drew these up before progress on the game was started. They are early and therefore do not necessarily reflect what the game is going to be like. Much has already changed.