Steam Greenlight

I put up a Steam Greenlight page for Project Crown. You can find it here:

http://steamcommunity.com/sharedfiles/filedetails/?id=92922763

Since I don’t tend to update this blog often, your best bet in following Project Crown progress would be the Greenlight page, and the TIGSource DevLog:

http://forums.tigsource.com/index.php?topic=16757.0

Mirror Mechanism Download

A playable version of Mirror Mechanism is now available for download here. However, as it was made with Xbox in mind, you will need two wired Xbox 360 controllers to play it properly on your computer.

However, in the near future, we’d like to work towards getting the game up on XBLIG. There are some extra features we’d like to implement before that happens, though.

Mirror Mechanism

Over the past semester in school, I’ve been taking a Game Design and Programming course, taught by Andy Nealen. In the course, we come up with an idea for a game, get into a group of four people, and then spend eight weeks taking that idea from nothing, to a prototype, to a full, polished, completed game.

Our group consisted of Me, John Erdogan, Vaibhav Verma, and Jeremy Schiff. Our game is a two-player competitive arena shooting game. In the game, there are enemies on the screen that release grandiose bullet patterns. You do not natively have the ability to shoot. However, you are able to capture the enemy’s bullets (known as environment bullets), convert them into your own bullets, and use them against your opponent. The idea of the game is to use quick and clever usage of the environment bullets to destroy the opposing player, while dodging the onslaught of bullets he is also throwing at you.

This coming Tuesday is when the final product is due. So at that time, the game will be available for public download on the PC.

-AndrewFM

Progress Update: 09/17/2011

Hey guys, just posting this since it’s been almost a month since our last update. We’re still alive!

I don’t have too much to reveal as of right now. Partly because I don’t want to give too much away about the game, and also because progress has mostly just been us slowly picking away at the very large tasks. Here’s what we’ve been working on:

  • Started working on the title screen. It’s still fairly bleak and graphic-less, though.
  • Improved the enemy AI.
  • Added some extra menu features. There’s a map now that builds as you explore the world. There’s also a menu to check the special abilities of your character.
  • Worked on more graphical assets for the maps. This is one of the really big tasks that takes up a lot of the development time. (Especially since I’m not much of an artist… it takes me a long time to manage to make things look decent :D) If things seem to be going slow, it might just be that we’re working on something like this.
  • Sam English started on another song for the game. It’s a mysterious take on the theme song of the game, and will probably be used for the Title Screen.

I should also mention that as of a few weeks ago, school has started again. Because of this, progress will naturally be slower. I need to prioritize my studies and homework over Project Crown, unfortunately.

    -AndrewFM

    henceforthinfinite:

    Quickstep Quarrel

    This is a combat song from one of the games I’m composing for called Project Crown.

    Find out more about the project here: http://eggzero.tumblr.com/

    Cheers,

    Sam

    8.25.2011

    Progress Update: 08/21/2011

    Big progress update incoming! I have a lot of things to touch on here. To get the most minor off the list, I fixed a handful of glitches; about 60% of the bugs I’ve found so far have been removed.

    I also added some new graphical features. The game now contains both a Simple Graphics mode, and a Fancy graphics mode… the former removing some particle effects and intensive things, for those with slower computers. Additionally, I added the ability to change the screen resolution of game, and the graphics/HUD/etc will adjust accordingly.

    Me and Aryn have been doing a lot of brainstorming for the characters and the story. We’ve talked over some ideas on the game’s back-story, such as the origin of the characters, and their abilities. We also touched on some of the mythology of the lands that the game takes place in.

    I started putting together a story graph, to map out the intricate character relationships, as well as the storyline progressions throughout the game. There’s a lot of things with the characters and story that I’m still not sure what direction I want to take them in. But, it’s a start.

    I started working on the final boss battle. Don’t take that to mean that I’ve gotten that far in the game yet. Many aspects of the final boss can be created without me needing to have made the preliminary steps leading up to the boss.

    I’ve been going through iteration after iteration of attack pattern tweaking, trying to get something that I like. The patterns have evolved in quite a few ways over time…

    In addition to the final boss, I’ve also been playing with some move-sets for other (yet to be revealed) characters in the game.

    Sam English has started working on one of the combat songs for the game. It’s coming out really incredible so far… he’s quite the composer. We’ll see if he’ll let me put up a preview of it once he finishes the song. ;)

    And finally, to wrap this post up… I’ve been working some more on the maps for the game. I made a new background, some new scenery, and interconnected some of the stray areas hanging around the incomplete world map.

    Here’s a little preview of inside of a forest…

    -AndrewFM

    Egg Zero Twitter is Online

    The Egg Zero twitter is online! From here on in, updates about the site, our games, or even the two of us will be posted (tweeted) here. So feel free to go ahead and follow us.

    We won’t think it’s creepy.

                                                                                                        -Aryn

    A Composer has Joined the Fray - Sam English

    We finally found a composer! Sam English is going to be helping us put together the Soundtrack for Project Crown. We’ll keep you guys updated, with possible music previews, as the soundtrack starts to come into fruition.

    In the meantime, you can check out his blog, to see examples of his work.

    Here is a new revision of the standard background. In this video, the rotation of the moons is sped up 10x faster than they normally would move in-game. It’s only so that the effect can be more clearly visualized.

    Click here for a full-resolution screenshot comparing the different background revisions.

    Here is Project Crown’s most recent Combat Preview video.

    (May 17, 2011)