Recently I migrated from Gamemaker
so as to support Linux users (myself included), and for a while now I've been working on a project in C++/SFML
(SFML is a fantastic library - more people should use it)!
After a several months of hard work, I've hit my first (self-imposed) milestone: implementing the features I'd become used to in Gamemaker (memory management, object creation, loading, saving, collisions, tiles, views, animations, a level editor and other stuff I've forgotten
). So now I can start working on the game proper
I feel I should tell you all this to justify being proud of something that could be made in gamemaker in one wet afternoon
In terms of design I'm trying not to be too ambitious (just building the engine is strenuous enough): my primary inspiration is Cyber Dogs
, though aiming will be controlled with the mouse.
The character, "Man Baby" (not
the Gimp in the video, he is place holder) will have to clear a series of levels of all enemies to progress. The game is really about shooting stuff: I'm trying to hearken back to the days of Doom
when shooters were just mindless fun. In other words, no voice records, no creepy voices, and in general no ripping off of "System Shock"
I plan to have a fairly original setting though. The game takes place inside a program - the game itself in fact:
- Weapons are debugging-themed (break-points, back-traces, etc)
- Enemies will be bug-themed (
errors syntax crap-I'm-becoming-Italian syntax errors, floating-point exceptions, segmentation faults)
- Each level will represents a CPP file, with players moving between them Super Mario World-style along "inclusion" links. In other words, the game's world-map is the UML diagram of the game itself!
The game is being developed for Linux
, but there will be a Windows
version too, and possible a Mac
one if I can find someone rich enough to own one. I will probably be releasing the source-code too, but not until the game is finished.Here
are the most up-to-date demo binaries. This is ALPHA - it will be buggy on some systems, but shouldn't destroy your machine. Still, play at your own risk
A development log can be found on my website Wilbefast.com
or check out Bugger around the Web
. I'll also be posting updates (or links to updates) in this thread until I'm ready to expose it to critical attentions, at which point I'll move to feedback. May be quite some time before I'm confident enough to do that though
Let me know what you think of the video (aside from the quality)