Project: Montelimár and the plot against Summer
Project Started: |
12th July, 2012 |
Last Update: |
28th May, 2013 |
Project Owner: |
jamesh |
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Project Type: |
Platform/Adventure/Puzzle |
Project Progress: |
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Project Overview |
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My Funtition entry! [No longer a funtition entry!] An epic fantasy story with a dynamic, orchestral MIDI score [No longer a dynamic score, audio now, too, not MIDI], much mystery, and challenging -but ultimately rewarding - gameplay [this is all still true].
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Montelimár lives!
Posted 28th May 13, by jamesh
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1 Comment
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Well, I stumbled across this project again, and I've decided to carry it on.
What's changing:
1)I previously had a relatively experimental score, with short sections of MIDI music being linked together dynamically. I've replaced this with something a bit more computer-gamey and fun.
2)I've decided that as it's no longer for last summer's funtition, I no longer need to abide by the strictures of only-doing-what-you-could-do-using-TGF. Hence layers, ink effects, etc
3)I've also decided to improve/overhaul the graphics and make the more detailed/less blocky
I've still got just the one level. The good news in that it's now [i]unbelievably difficult[/i]. At least it seems so to me - I'm not the most seasoned gamer. Suffice to say you have to do most of it in the dark.
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2 days to go
Posted 10th Aug 12, by jamesh
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1 Comment
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I've decided to carry on with the project, so it's a race against time to get it finished before the deadline!
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May have to pull out of the competition
Posted 28th Jul 12, by jamesh
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1 Comment
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I think I'm going to have to pull out of the summer funtition due to real life constraints. Which is a shame for me, because I wanted to win! Or, failing that, to take part.
I think I've got a good start on a game though, and plan to see it through.
I just can't decide whether to keep within the TGF-style limitations, or to take advantage of newer technology. An array save would certainly be nicer than INI.
In other news - I've finished the first level, and made substantial progress on the second. I think that's half the battle, as more than level design, creating the first level meant pretty much planning and executing most of the creative and gameplay decisions.
I've also got a plan for structure, and now the grunt work remains to be done.
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Screenshots, still scrappy
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