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Hey everyone! I've decided to put up a piano piece that wrote last year - both a recording and the sheet music. For any pianists out there, you may enjoy playing it... I do!
Thanks a bunch! I hope you enjoy :P
Well, I apologize for taking such a long time to finish this up - I guess I'm just terrible at estimating how long these things actually take :)
Anyway, I'm pretty much finished with the game other than doing some touch up stuff and adding in the sound effects. There're some bugs that need to be fixed and some balancing to do, but other than that, it's good to go! When I have a release date finalized, I'll let you know! Until then, here are some updated screen shots you can check out:
Also, the music for SporeCraft will be provided by the awesome electronica group O.H.35! Be sure to check them out at their ReverbNation page! Huzzah!
The other day I put up a crappy screen shot, but I took it down because it was too crappy. Here's a better one of how the development of SporeCraft is progressing! And, as always, remember that art is the last thing I do - this is simply for purposes of testing the programming.
Still following my original schedule, I've finished the difficult stuff (making things move around and do what they're supposed to :P) and now I'm getting the user interface to interact with all the units in the game. I guess I'm running slightly behind schedule due to the fact that I had a job interview last week and spent a few days at my friend's on the north side of Chicago. Worry not, however, because whether I get the job or not, I'll still be finishing this game ASAP! I'm still hoping to finish around New Years, but we'll see how that turns out.
Cheers everyone, and thanks for reading my post!
Because I've gotten a few messages and comments inquiring about the nature of the new game I'm working on, I guess it would be nice of me to shed some light on it!
The new project is a bit of a departure from any of my other stuff, and marks my first venture into the realm of Real-Time Strategy games. While being of a genre that is fairly well developed, I wanted to do something with a slight edge of originality, and I think I've found something that will be easy to learn, but also a challenge to master, and I'm proud to say that what I've come up with is (in my opinion) quite original. It has little to do with buildings and town control, mostly because it takes place not on land or space or anything, but in the vast microcosm of unicellular organisms under a microscope!
Instead of constructing buildings to gain access to different units and upgrades, you combat the enemy through a much more natural process - by evolving your cells' DNA and splitting them grow your ranks. You must stay ahead of your enemy, evolving specific defenses and attacks to counter their own evolutionary paths. Special abilities, recognizable creatures of neutral factions, a few immovable structures, and a random map generator will hopefully add to maximum replay-ability, that is if the hundreds of DNA combinations you can create just isn't enough.
As of now, I'm nearly finished with programming the basic motion system. I'm getting the difficult part done first because everything else ties in with it. After that, the only programming that remains is to make the AI and an algorithm that reads the DNA sequence to update creature stats. Lastly, the user interface and finishing details of the art will be completed. So, I think I'm about 30% finished, and that's with just over a week of work. I'm hoping to complete the game by the end of the year so....
...stay tuned for my upcoming game, SporeCraft.
This may, perhaps, pave the way for another, slightly larger effort - I'm thinking... Kingdom Fire.