As you may have noticed, I’ve moved Scorch Marks into the “In Development” section of the Games page. That’s right, I have a new public project for you all to see.
Scorch Marks is a run and gun type of game. I’m designing it to be very fast paced, but not so much that it’s not easy to pick up, or that it is lacking in strategic elements and focusing completely on twitch reflexes. The story and style are very futuristic. I’m developing the engine from scratch with OpenGL, and I’m learning quite a bit through the development process, and there’s still a lot to do, especially since I’m doing all of the programming, modelling, texturing and mapping, for now. Despite that, it’s coming along quite nicely. It’s going to be quite some time before it’s released, so don’t get too excited yet. Don’t worry though, I’ll be posting about it from time to time, with screenshots and other nice tidbits. Like this:
More screenshots after the break.
Burnout Paradise is the fifth game of the excellent Burnout racing series which, true to form, offers lots of crunchy crashes, flips, stunts and takedowns. Unlike the previous installments of the series, however, Paradise allows you to roam all around the huge Paradise City to find new events and hidden areas and so on, including drive-through gas stations to refill boost, and mechanics to fix your car instantly, even during an event. Players can also choose their own routes and shortcuts during races.
But, there’s trouble in Paradise (City). While these ideas sound great in theory, I found their execution poor in certain areas. For example, the city’s road system includes a bunch of roads that don’t go through, as well as loopbacks and roads which don’t have many turnoffs. Thus, unless you know every twist, turn and road like the back of your hand, you’re going to have some trouble with races. It was all too often that I started a race and proceeded in the right direction, and found that the road I was on looped back with no way to get back to where I needed to go for quite some time. I very often avoided race events. Another problem, which I also noticed in Burnout Revenge (#4 in the series), is that there are a number of areas where walls jut out at sharp angles on the side of the route, particularly in the off-road situations. This does not bode well for a player, boosting along the edge of an industrial side route at high speed. This was never a problem in Burnout 3: Takedown.
There are a number of nice addons to keep your interest, like a giant variety of challenges for you to try online with other players, like time trials across the city and stunts. This is one of the funnest parts of playing online – boosting at full speed to a ramp and proceeding to execute a full double barrel roll through a section of pipe is a rush. Players can also send “mugshots” to other players during multiplayer games, if they have the XBox 360 camera attachment. The graphics are very well done, and the old standards from the previous games, Road Rage in particular, are always a hit. Overall, I found the game to be pretty fun in certain areas, but not enormously well done in others.
Merry Christmas everyone, and have a happy new year!
I’ll see what I can do about more updates. I’ve been working on a few interesting things behind the scenes, and hopefully I will have something to show you all soon.
Based on some suggestions and comments I have received from various players of my physics puzzle game, Orb-7, I have put together a patch that fixes a few issues, and adds some handy features. To start, various information has been made more clear and graphics have been improved. For ease of use, I also added the right click to switch between balls on the board, and the scroll wheel to adjust zoom. To install the patch, just unzip the zip file into your Orb-7 directory.
On with the obligatory link: Orb-7 1.0 to 1.1 Patch (Windows)
Thanks to those who gave me their comments and suggestions about the game.
Orb-7 version 1.0 has been released! You can download it right here:
Orb-7 is a physics-based puzzle game in which the player is challenged to get a particular orb to the finish in as few shots and fastest time as possible. The game includes 35+ levels, and has support for custom levels. It also has two different game modes: one which focuses on the puzzle, giving the player a certain number of shots to win, and another which focuses purely on speed, with highscores for each mode.
Also included in Orb-7 is an in-game level editor which allows you to create your own levels. More information on the level editor is included in a text file in the package. I’m looking forward to seeing what kinds of creations people come up with, so if you make something cool, feel free to let me know!
Orb-7 utilizes Box2D, SDL, and SDL_mixer.
By the way, there may be a bonus map or two, hiding somewhere in the game. Maybe.
Despite the fact that I have neglected to post about Rebound for over a month, I have continued to work on the project all this time. I have also whipped up this video so you can see the kind of progress I’ve been making since the last time I made one.
Click here for a direct link to the video.
See? I have been working! Some of the time, at least.