Dit spel heeft groen licht gekregen van de community!

De community heeft haar interesse getoond voor dit spel. Valve heeft de ontwikkelaars benaderd om de release op Steam in gang te zetten.

Greenlight stopt ermee. Meer informatie over het inzenden van spellen op Steam vind je nu in deze blogpost.
Mort The Intern
17 januari 2013 - mitDebo

I have a confession to make. If you've played the first area of Mort - and there's no reason why you shouldn't, since I'm offering a free demo of it - you'll notice there's a whole slew of spikes for you to avoid. However, originally I didn't want those hurdles to be spikes at all; I wanted it to be plumes of fire. After all, half of the game takes place in Hell, so it only makes sense that you'd need to contend with fire and brimstone.

Unfortunately, I am not the most accomplished artist. In fact, to be frank, I would consider myself to be quite unskilled when it comes to the arts. Every time that I attempted to animate a cool looking fire sprite, it always came out looking terrible. At the time I was finalizing those levels, I was racing against the clock, trying to finish up enough to submit the game to a number of festivals. Frustrated with my inability to animate, I went with the good old standby of spikes instead.

Fast forward several months later. This week, I saw on IndieDB an article for a game I've been following, and in it, I was extremely impressed with the way they handled animating fire. You can see that article here. (And honestly, if you're not following Path to the Sky, you really should. It looks amazing). I felt a rush of inspiration, and briefly ditching all the coding I've done recently, I played around with Unity's particle systems to see if maybe that was the solution to my inability to render good looking fire.

This was the result:

I may write up a tutorial on how I achieved this with Unity, but needless to say, I'm quite happy with it. I can't wait to rebuild those levels with the fire I always intended for them to have.

14 januari 2013 - mitDebo

The beginnings of the reworked Unity version of Mort is now available on Desura. Now, when you launch the game, you should be given the choice of playing the original XNA version of the game, or selecting the Unity version. If you do not see this, you'll need to delete and then reinstall the game for the changes to take effect (sorry about that!)

So, what's new in this version?

From a gameplay perspective, not a whole lot unfortunately. Instead, this release focused a lot on behind the scenes stuff that while useful, doesn't really result in a lot of new content for you, the player. However, the changes include:

  • Ability to choose your own screen resolution, and to change between full screen and windowed mode. Non-16:9 resolutions will be letterboxed to 16:9, since the design of the levels depend on that resolution.
  • Remapping of keys. Don't want to use X to jump? Simply remap it!
  • Gamepad support. Play a platformer the way it's meant to be played: with controller in hand.
  • Adjust music and sound effect volumes
  • Adjust text scroll speed (though this version of the game has no text to see yet)
It may not sound like much, but it's stuff that people will surely appreciate in their game. I also have a sandbox area if you fire up a "new game" which will spawn Mort in a small room that you're welcome to jump and swing around.

This update isn't completely void of content, however. If you grab a wall in the game, you'll notice a new wall slide animation:

You'll also a new character, one of the many people you'll be meeting on your journey:

Hope you enjoy the new stuff, and I look forward to start showing off the level editor soon!

8 januari 2013 - mitDebo

There are some new updates with the rewritten Unity version of the game, and progress on it. If you're interested, check out the full post here[polymath-games.com]

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