Switching it up a little bit from the previous three teasers, I thought I’d show off some engine work.  I’ve been focusing on collision and physics lately so what you see here is a very rough polygonal representation of collision geometries.

Here you can see the character’s world collision box in the midst of some other blocks and circles.  The outline is the character, red blocks are static world collision geometry, the green block is a dynamic platform, the circles are projectiles, and the little yellow box is the ground collision detector.

In this shot, you can see the green block has been rotated, as it is revolute jointed to the world allowing it to spin freely about its center of mass.  The character is standing on it, causing it to rotate counter-clockwise.

Finally, we can see the character in mid-jump.  Notice the ground detection rectangle has changed from yellow to white, indicating an airborne state.

I’d say work is coming along nicely.  Things will look even better once I introduce the texture mapped world objects and character sprites to overlay the scene.

Symbology will be an important aspect of Emaline’s Story.  One such important symbol is that of the turtle.  What does it mean?  What role does he play?  Questions to be answered by the player in the midst of uncovering the greater scheme of things.

Here’s another piece of concept work from the upcoming Metroidvania style game.

thefool

Emaline

I thought I’d kick things off on the development side of things showing off a teaser concept image from my un-named “metroidvania” style game.

Hint: The image title is a key.

themagician