Genre platform, racing
Players 2 - 4
PlatformWindows, might expand later with mono.
GameplayThe entire game plays from a side-view, as you would imagine from a platformer. Players have to race eachother to get to the finish, simple as. There are no different lanes or anything, every player races on the same environment.
The courses will contain obstacles which can be overcome by using vaults and other typical parkour moves.
Players will be able to do "tricks" (flips, spins) to gain points. These tricks will be rewarded by speed boosts or powerups, not sure yet.
Players will also be able to interact to mess with eachother.
GraphicsI'm not a great artist, so I'm only able to create 8 bit sprites.
Artists who might be interested in this project, feel free to contact me :D
ProgrammingThe programming is done in a custom engine with C# and SFML.net. This means that I won't be able to port it easily, but I just want to enjoy myself and use my favourite programming language haha.
The engine uses tile based environments, and since I'm not great at maths it will most likely not use too many dynamic objects, or even slopes. (Which is not a bad thing, since the limitation pushes me to come up with other interesting gameplay mechanics.
DOWNLOADhttps://www.dropbox.com/s/b43iukydhy1gw0m/publish.rarYou will need the XNA framework:
http://www.microsoft.com/en-us/download/details.aspx?id=20914And .NET 4:
http://www.microsoft.com/en-us/download/details.aspx?id=17851Please note that this is an early version and is missing alot of polish.
ControlsKeyboardWSAD: walk and jump
Space: vault.
LeftAlt: flip, Space during flip to tuck and increase rotation speed.
LeftShift: dash
ENTER: select level
E: enable level editor.
F1: save level;
F2: disable level.
Left shift: enable/disable solid tiles.
Mouse scroll: switch tiles
Q: enable/disable autotiling
Mouse click: place tile, hold Z to remove tile
Xbox360 ControllerControl stick: Jump
A: Jump
X: Vault, tuck during flips
B: Dash (decreases meter)
Back: reset when out of view (ugly gameplay solution due to lack of time
)
Triggers: Flip.
Known bugs/incompletions:- No way to finish yet.
- Terrible UI
- Vaulting against a ceiling displaces character
- Dash meter fills up beyond limit, scales incorrectly
To do (order on priority)- Dynamic 2D camera (using zoom to keep all players onscreen)
- Handle players falling ofscreen (temp solution for now)
- Level select [needs polish]
- UI [needs polish]
- Fix bugs
- Powerups