About the long wait

I'm terribly sorry you guys, it's all my fault. I've been seriously slacking on working on 8bw and it's unfair to you guys and the team, so yeah I'm really sorry. I promise though, once finals week is over and I'm back home, I'll push out an update A.S.A.P., even sooner ideally.

Since I've taken so long to get this update out, I may as well let you know about some of the things that are already in.
  • First of all, we put in infinite worlds. You can go off in any direction as far as you'd like and never run out of space. This took quite a bit of time to implement but we finally got it.
  • As another option (demo possibly?) we put in wrapping worlds. So now you don't just find an edge of a world like last time, you just wrap to the other side of the map. Works a lot nicer now.
  • Worked in skills, buying skills, leveling up and other such stuff into the game. This adds a whole lot of meat to the actual gameplay we envisioned, so you should have a much better sense of what the game will be like once you play it with this.
  • Bigger world scale. MUCH bigger. With all the new space, there's now room for detailed, 1:1 scale NPC houses with cool stuff inside.
  • NPC trading and shops. Now all the houses you visit have purposes. You can trade with regular NPC's or with an actual shop which would naturally have more stuff to offer.
  • Bug & Nit pick fixes. We added a lot of things that make the game easier to play, along with getting rid of the things that messed it up. This includes smoother controls.
  • Help buttons are now available throughout the game's interfaces to help you understand what to do.
That's all I can think of right now. Sorry again for the wait, I hope you guys won't stay too angry. :(


( Brian Gordy Joe ) posted on May 1st, 2012 at 11:29am ( 1 Comment )




Apologies!

I'm really sorry to all of our players for the delay of the next 8BitWorld update.
I (Brian) refuse to release the newest version until I get everything nice and pixel perfect. But since I've started on a rewrite of the game, this means it'll be quite a bit until next release.
In exchange for your patience, I've put in some awesome new material that I'm sure you'll love.

So again I'm really sorry about all this, I hope you'll forgive me!


( Brian Gordy Joe ) posted on Mar 2nd, 2012 at 6:42pm ( 6 Comments )




Soul Shadow - First Demo

Soul Shadow


I've begun work on the new platformer I stated in my previous post and I've got a short demo ready for you to play around with.

As for a story line...it will come with the whole game. Here are couple main ideas I'm going with though:
You play as a soul shadow, the soul of your human body.
Your body has been blown up completely and you must make your way through these levels to find all of your body parts.

The game will involve a lot of platforming fun/rage, some puzzles dealing with buttons, gates, falling blocks, etc., and the main idea of course, finding your missing body parts to eventually rebuild your body.

Without further ado, please download:

Controls include arrow keys to move, R to restart, and F4 to fullscreen.

Please remember this is very early alpha and only the main platforming engine and the tileset have been done.  Things like the dialog boxes are completely temporary!

I'd like to make a quick credit towards Brian for helping with several lines of code as well as the starting base of the engine.  Thanks a lot brod!

Over the past week Brian and I have worked on Soul Shadow.
Here is a list of all features in the game...
Push/pull blocks, falling blocks, bullet shooting guns, gates, buttons, points, ice, and a bunch of new tiles.

Expect a new demo this weekend with hopefully 10 levels to play.
I'll be building a level editor and probably the main menu tonight and tomorrow.

Also, PLEASE tell me if you're interested in this game!
I'd love to get any feedback from our fans!

Soul Shadow Screenshot 0


( Brian Gordy Joe ) posted on Feb 28th, 2012 at 10:01pm ( 1 Comment )