Hi there! We (Nate Wiesel and myself, Zach Hinchy) making a game called Escape Velocity, in which you play as a spaceman stranded on a remote planetoid. With limited, dwindling oxygen reserves, you must explore the planetoid in platformer fashion to collect parts to repair your spaceship, before taking off and attempting to escape the planetoid’s gravitational pull. The more parts you collect on the planet, the easier time you’ll have during take off, but you only get one chance to take off, so you better make your time exploring count!
Right now we’ve got the basic engine in place. As you’re on a small planetoid, gravity is fairly weak allowing for a sense of inertia, and big floaty moon-jumps. Your weapon, a shotgun that fires a spread of pellets, also applies knockback to you, even allowing you to use the force as an extra jump or gain speed in the air. You can also release air to increase your freedom of movement and tightness of control at the sacrifice of some of your oxygen reserves meter.
EDIT: Forgot to mention – the game’s running on my “Sanford Engine” C++ game framework, using OpenGL, SDL, YAML-CPP, CMarkup, Crypto++, Boost, and wxWidgets, as well as our in-house audio library, SonicAmp. We’re also using Ogmo Editor as our level editor. The game will be available for Windows, Mac OS X, and Linux.
Head after the post break for a screenshot of what the game looks like at the moment. It’s not exactly a looker at the moment – it’s all programmer art at the moment and kinda currently looks like Thomas Was Alone 2: Electric Boogaloo – but Nate’s hard at work on that and hopefully I will get to implementing his art tonight.
