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96
1 year ago

This is Vortex, a very wip local multiplayer game.

The main focus is to be a mayhem kind of game, with easy outplay and strategy options.

I got this idea after some discussion with a friend and evolved it a little more (Read article)


There is ZERO control of movement because scratch (aka turbowarp) can only handle 4 or so keys being pressed at the same time. So the only controls per each player are 1: Fire laser. and 2: Use shield

There are a few key features that have yet to been implemented, this is simply the general idea.

Supports up to 4 local players. (Ur keyboard has to be big though )



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Rate (not good at pixel art)

Here's some old WW2 art i made for a game idea that never really turned into anything.

Stress testing the pathfinding engine after i did some work on optimization. I also felt like it was needed to change the order at which each node pathfinds, therefore making the ones closer to the destination go first. Implementation coming soon!

new tarkov style game in progress

made in TW using my engine flashback 2

GUN MODEL IS DRAWN BY @Fragg556

When you see this at the movie theater (Halo Fireteam Raven)

So Gamejolt decided to die for a bit so we took a sorta break but we'll be back to work. In the mean time here's some concept art of the main cast! by @rabbitruler (Other than buns)

Showcase of the old version of H:FE. This is NOT what the final product is going to be like, this was more of a test project so i could see the direction i wanted to go in. Only the good parts of this will be ported to the real game. Any thoughts?

A* Pathfinding, which is a form of pathfinding designed to be a more efficient solution, is what you are looking at right here. Or, to be more specific, node based A*. (Continued in article)

we are so back the game isn't dead!

Gonna start working on some A* pathfinding soon for my upcoming Halo game, wish me luck :D