Check out our trailer with new enemies, gameplay, and a small piece of our original soundtrack. Polymer closed alpha is dropping soon! If interested, you can sign up to test the game here.
One of the (many) drawbacks of developing a game using our own (somewhat shoddy) game engine is the lack of easy prototyping capabilities. Creating a new character requires writing code to implement the character, load its assets (textures, animations, collider shape, etc.), and spawn it in the game, all in C++. Then compile the C++, fix compile errors, compile it again, debug and fix runtime errors, and compile again. If you just want to quickly try out an idea to see how it’ll look in-game, this process can be very prohibitive.
We’re finally back with another blog post! We’ve been making solid progress on Polymer in the months since our last post (gameplay footage coming soon!), but today I’d like to talk about a couple other things I’ve been working on for our open-source game engine.
Icy Tower is a very fun game. But the greatest time I've had with it was outside of the game itself: I forced a friend of mine to perform a pose for every single frame in the player character's animations. These are the poses for reference:
The jump poses were particularly fun. I took photos of him, recorded his voice, replaced some files, and my friend came to life within Icy Tower.
What does this story have to do with Polymer? I'll get to that...
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