Nearing the finish line.

Published March 23, 2007
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Membrane Massacre

I can't believe it's almost been 5 months since I began Membrane Massacre. Where in the world did all of the time go? It seems like just a few weeks ago I first posted up the initial screenshots of a simple ship flying through some generated levels. Less than one month to create the current release, and then I sat down for some four-odd months and coded up a storm. When I think of MM, I still picture that simple cell-blasting game, but what I have now is so much more. It's already as big (line-count-wise) as Skirmish Online was, and the most complicated game I've ever completed. They grow up so fast. [sad]

The ultimate goal is to finish Membrane Massacre this weekend. I'm aiming for a late-night (EST) Sunday release. I'm so close to completing this wonderful game I can taste it. Just a few things here and there to finish up, and off it goes into the vast world. I can't wait to hear what kind of feedback I get.

I've been busy the last week -- as busy as I can get with schoolwork and a semblance of a social life. [smile]



(All weapons now have customized ammunition displays!)


(The HUD now has smooth borders and a solid black replacing the ugly gradient.)


In addition to these (relatively minor) changes, Survival mode is going under heavy work. It's been an interesting experience thus far trying to make Survival more fast-paced and action-packed than the 'Story' mode. There's also a number of interesting quirks that'll be involved. It's definitely going to be a fun one to play. [smile]

There are also two more background images which are picked and coloured (based on the level) randomly which, although subtle, adds a nice extra touch to the atmosphere. Maybe I'll even get around to writing a new level generator, too. Don't tell anyone, but it's still the same one I wrote -- originally as a simple debug test :P -- back in November. Ssshhh. [grin]

Good night then, for now. Hopefully I'll be writing to you all again on Sunday evening!
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Comments

Ravuya
5 months, eh? Now you know how I felt with Glow. [grin]

Wish I had more time to work on Novarunner; it's gotta be at least two months of doing shit-all so far.

I am digging the new ammo indicators, though. Very awesome.

I really like your whole "philosophy" of development with MM; get the gameplay in and then polish the fucker for the entire development cycle. I wish I could do that, but I keep complicating the gameplay in my designs (because I like complex game designs). Hmm.
Mac port Mac port Mac port. I just figured out how to make Allegro-based games even more awesome to package on OS X.
March 23, 2007 11:51 PM
Mayan Obsidian
The curved interface is quite slick :)
March 24, 2007 02:18 AM
Drilian
Good luck! I'm looking forward to the finished product!
March 24, 2007 03:01 AM
Scet
It's weird, I haven't bought a commercial game in years, yet for some reason I look forward to the release of a (relativly) small 2D Allegro game.
March 24, 2007 08:28 AM
rip-off
Can't wait.

Quote:
It's weird, I haven't bought a commercial game in years, yet for some reason I look forward to the release of a (relatively) small 2D Allegro game.


I agree.

I've bought maybe 2 games in the last 3 or 4 years. And games like MM and Blocky Man are far more fun to play.

March 24, 2007 11:02 AM
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