Crystal Towers 2 - Gameplay Video
Jan. 10th, 2009 06:04 pmThis project's been a sort of weight hanging at the back of my mind for ages, mostly because I've been completely unable to decide whether it's actually terrible or not. I was also a bit put off it when I tried twice in a row to carry on with it only for the computer to explode in similar ways, but after a while away, I was more enthusiastic this weekend about setting myself a goal of polishing up the first level enough to be presentable as a video.
This clip shows Walnut Creek area A (named after a town next to where Whitney's parents live that I thought was the best platform game level name ever), demonstrating a complete graphical change from last time I showed this around, the little details that I've been putting in to polish it up, and the emphasis on stringing your jumps on enemies together.
The structure of the game's going to be around a central hub, from which you can unlock and enter levels by collecting items to open teleport rings. Each level has a number of challenges in it, which you're given if you go back in after finishing it once. A bit more like Mario 64 than I had first intended. You can probably work out the other influences from just looking at the video.
Slightly higher-quality version with the &fmt=18 trick
In between being my graphical consultant as someone who can see in colour, Whitney has been on the sofa all day with a cold and has started talking to the frying pan - I think I might need to give her some more medicine soon.
This clip shows Walnut Creek area A (named after a town next to where Whitney's parents live that I thought was the best platform game level name ever), demonstrating a complete graphical change from last time I showed this around, the little details that I've been putting in to polish it up, and the emphasis on stringing your jumps on enemies together.
The structure of the game's going to be around a central hub, from which you can unlock and enter levels by collecting items to open teleport rings. Each level has a number of challenges in it, which you're given if you go back in after finishing it once. A bit more like Mario 64 than I had first intended. You can probably work out the other influences from just looking at the video.
Slightly higher-quality version with the &fmt=18 trick
In between being my graphical consultant as someone who can see in colour, Whitney has been on the sofa all day with a cold and has started talking to the frying pan - I think I might need to give her some more medicine soon.
no subject
Date: 2009-01-10 11:51 pm (UTC)no subject
Date: 2009-01-10 11:59 pm (UTC)no subject
Date: 2009-01-11 12:34 am (UTC)Also: if you're looking for sprites, perhaps I could help out. I used to be obsessed with making sprites for games.
no subject
Date: 2009-01-11 01:36 am (UTC)And I'd welcome any help! Like I said, I'm trying not to rely on anyone now because the project seems to have a curse on it for graphics artists (I've been through three), but it's good to know that there are people I can turn to for extra help. Have you got any examples of work you've done in the past?
no subject
Date: 2009-01-11 02:32 pm (UTC)Which, of course, means it looks absolutely fantastic and I will have to play it just as soon as it's out.