Next up
I started to create the basic template for the game within the Unreal Engine. We chose to model our game after the popular Atari-2600 title: Solaris. #KSURetroGames20
- Joey
We were also considering having a menu like this to use when the player get in their space ship. Each permutation represents a different station (in universe we aren't going to make 24 levels atm)
We noticed in playtesting that the enemy projectile being the same color as them can cause issues with visibility. So we adjusted the pallets, Green is the player, yellow is the enemy. #KSURetroGames20
I spent this week doing something I haven't done in a while: Pixel Art.
I also did some work on the rough plot (Mostly just naming the game) and level outline, which isn't to a point I feel is worth sharing, I'll update soon for that #KSURetroGame20
- Sam
This week, I developed the main menu for the game. It looks awesome. It has three options. Start Game, Options, and Exit are the three choices. Options has a few graphics settings, namely screen resolution adjustments. Of course, Start Game brings you in.
I spent a lot of time researching the hardware limitations of the Atari 2600 to see what limitations we would have to simulate. I made a quick proof-of-concept to see how easily the 'Atari feel' could be captured. #KSURetroGames20
- Tom
I also did some light sketching of the "legally-distinct-from-the-Xenomorph" monster that will possibly serve as the main antagonist. #KSURetroGames20
- Sam
I sat down and finalized some of the art assets for the flying section. From What I've seen of Joey's demos they truly feel like the Atari games that inspired this project! #KSURetroGames20
I've been working on some Mock-Ups for the puzzle levels of our game, this puzzle will function like horizontal frogger with the goal of "Run"
This week I edited the main flying code for the game. The player is able to move left and right in order to avoid objects. I am trying to make it so that the whole level will rotate when the player tries to move up and down but that is still being fixed.
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