Hello all,
Fairly new here (but a very, very, very long time lurker, prior to registering).
I've been working on a game engine for quite some time now -- it should port to Android, iOS, PSM (Playstation Mobile), Windows, Linux, OS X, and eventually the Wii U (and if you were trying to figure out what I was using, the answer would be
MonoGame.net; I've recompiled and tested on Linux/OS X with little effort, successfully; iOS and Android will require a minor scaffolding to support, but shouldn't be too much effort). Custom-written, and I have a few "demos" written, which show off the technology. I'm also utilizing Spriter (I wrote/ported the native C# library for it) to handle "animated" sprites (which are essentially 2D images with bones, somewhat similar to what you'd see in a 3D game).
At the moment, I have a full-fledged side-scrolling engine that contains collisions and multiple layers. I still need to add in climbing and a few other cool platforming tricks (would like to get the wall-repel abilities that the newer Mario games, as well as Megaman X had) and combat. Most of the groundwork for the engine itself is complete. The game dynamically loads maps, such that there is NEVER any load times, except for initially. There's a lot of cool asynchronous cycling to manage resources, and my benchmarks seem to do well (running at 720p at 60FPS with 100 Spriter objects [each having about 15-20 different "pieces" on them] on the screen). Haven't tried 1080p yet, though, that is just a setting, and I just want to be able to run in Windowed mode while I debug. Keep in mind, these benchmarks are all in windowed and debug mode, so they're a lot slower than the end result, which is a positive thing. The maps are each (when uncompressed) around 4MB -- but with compression and other dynamic loading, they're about 70KB.
I'm looking for folks who might be interested in working on the actual resources -- the art/graphics (concept art, tiles, icons, characters, enemies, etc), music (music, sound effects), etc. Mapping would be nice as well, since I'm not sure HOW many maps I'll be able to build on my own -- most of what I'm trying to do is stabilize/enhance the technology to include more features. Right now, everything is placeholder.
The general concept of the game is to create a Vampire Hunter D-esque world -- a blend of high fantasy with a bit of science-fiction elements (but mostly high fantasy) similar to the original Final Fantasy (mostly fantasy, but they had robots in different places). The game is aimed at being rewarding to those who are skilled at gameplay in general (if you've played Megaman X2 and beyond, you know that you get essentially everything you need to beat the game from the get-go -- no special items required -- I love to play that game without any of the power-ups, just to test/hone my skill). The game will have a main questline and several optional side quests/missions that can change the outcome of the ending and other events. The heroes (I would ideally like to have a female and a male character with minorly tweaked stats) start off "ordinary" but inherit runes in the initial tutorial/quest (which you'll be forced to complete). When I mean ordinary -- they jump, run, and walk like a normal Human. The tutorial guides them through and they get a few power-ups that enable more modern platforming skills (increased jump height, ability to change velocity in air, and probably running). You will be able to turn runes on and off -- so if you want a Classicvania-esque feel, disable the rune that allows mid-air velocity adjustments, and you'll be pretty darn close to Castlevania 1-3 (a setting I've been playing with). Items can also affect these abilities, so you may find that equipping "Pegasus Shoes" or something like that later on might increase your speed or grant you an additional jump. The heroes are essentially in a long line of supernatural hunters (how does that sound familiar?) and the initial tutorial is the rite of passage. The end boss of the game will be a demon -- but that doesn't mean there won't be familiar foes -- and it leaves room open for other things in between and outside.
At first, I could really use some assistance with concept art, and potentially graphics, once characters have been decided. I have one license for Spriter right now, but if someone works with me and has been helping for a while, I would be more than happy to purchase a license for them as well. Spriter has a good free trial as well, so if anyone is interested (even for your own projects), I highly recommend it. It's pretty complete for what/where it is in development.
If you're interested, please let me know. I'll maybe post a small demonstration in a few days.
One note, though -- my dog was diagnosed with cancer about two months ago, and is currently getting radiation treatment (so I'm running back/forth every week about 500 miles to an animal hospital that can handle his problem), so my development has slowed a little bit. I have been trying to pummel in new features (added new collision detection last weekend) when I can -- but the radiation treatment should be over before the end of July. So, right now, I'd ask that you be a little patient with me -- and if you're interested, but waiting to see where things go, feel free to reply/message me your interest and let me show you some of the new things.
In the very least, I hope the topic is interesting to anyone who read, and thanks for your reading/input!
I've attached an animated GIF of Spriter in work (it's a little off, because I clipped it at the wrong part of the animation), but it should give you an idea of what I have in terms of that. The demos are more obvious in terms of gameplay.
EDIT: Apparently having issues posting an animated GIF as an attachment -- let me try linking in a public URL:
