Game Development Community

Plan for Shayne Guiliano

by Shayne Guiliano · 08/05/2003 (8:43 am) · 2 comments

Things have gone pretty well so far. We have a level editor and working version of the game, thanks to my partner and wizard, Chris Davis, with online play. Of course, there's still bugs to work out and I'm sure more will pop up once more and more people start using it, but it's really coming together. Now we're just trying to get all the last pieces together and get the game balanced and ready for release to IGF. We are about half-way finished with the website, and I think it'll end up being a well-liked website.

Here's the basics as to why I think people might like 2DClash:

-2DClash's website was designed so that 2d artists interested in creating their own mods and/or characters will get exposure for the work they do. The website is heavily data-driven so that we can allow modders to upload concept art and screenshots and banners and characters and mod content for community exposure and distribution.

-I designed the game, with the help of Chris Davis and Reneldy Senat, so that mod developers can create their own characters, projectiles, explosions and levels and game rules.

-The levels can be fairly dynamic and support "regions", which would allow modders to put "doors" in the level.

-The two basic character classes are flyers and jumpers. Flyers use some form of verticle propulsion...we support insect characters, jetpack characters, floating-meditating aura characters and whatever else can fly....and jumpers have a tremendous ability to jump in the air and jump off of walls to get verticle.

-Characters can aim and shoot in any of the 8 cardinal and sub-cardinal directions with a diverse selection of weapon classes to choose from.

-I designed an algorithm that simulates line of site in 2d games. I call it 2D real-time fog of war. It determines what parts of the screen the user's character should not be able to see because of a wall or other obstruction, and renders the area behind the obstructions dark or foggy so that enemies can't be seen. It will create a sense of close combat that I think has never been seen before in 2D action games.

Anyways, those are just some things that have been happening. We're hoping that everything will fall into place over the next few weeks so we can have a solid release. I think they will. I'm also hoping that we can begin to garner attention from artists that are interested in developing mods for the game, but it remains to be seen how much of a mod community will develop in a 2d game, though it'll be interesting to find out. I think we're giving 2DClash the best chance to be successful, and what else can you ask for?

#1
08/05/2003 (9:14 am)
Ah, that does make things clearer than your post about 2DClash wanting modders :)
Good luck !!
btw, any downloads available ? what platforms, etc. ?
#2
08/05/2003 (9:46 am)
Well, we do have resources and goods to download if you are interested in working on some mods and/or characters. If you go and register at the forum, www.2dclash.com/mforum, and maybe post some ideas about what you'd like to work on with the ClashTeam mods or have an idea for another separate mod or character, I'll get you setup with the tools and updated with the design docs so you can get going....this stands for anyone, btw.

As for platforms...the most updated version is developed with OpenGl for windows, and we also have a DirectX version though it's not as advanced. But once we get past the initial release we will try to port over to Mac and Linux, providing there is some level of demand for it....

We're also going to try and release with the Infinium's Phantom console next year cause I think Clash would be an ideal game for their platform...