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  1. #1
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    Tesla Breaks the World!

    http://www.kickstarter.com/projects/...eaks-the-world

    Tesla Breaks The World! (lovingly paraphrased as 'TBTW!') is a 2D platformer developed by Archetype Global for the PC, Mac and Linux. TBTW is a combination of platforming, puzzle solving, randomly-generating levels, inventions and of course, zombies!

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    We're a bunch of nobodies making this game, but we're having fun and we're delighted that you're taking the time to check out what we're doing. Feel free to leave comments or feedback!

    Yes, we know its another zombie game, yes- its procedurally generated... Yes, its ANOTHER Nikola Tesla Platformer... Oh wait. When was the last time you played a game as Tesla battling 1800's-era undead?

    Free pigeons for everyone!!

    What TBTW! is all about:



    • Pleasuring your eye balls. The art of TBTW! is a unique, hand-drawn style that draws inspiration from classic cartoons, modern art and the legendary works of Eyvind Earle.
    • Simple mechanics. We're creating a game that has a simple, yet intuitive gameplay and puzzle design with a clean and minimalistic UI.
    • Inventions + Science. Find new ways to beat puzzles as you progress. Magnifying transmitters, electric-powered hover platform thingies, remote controls, Tesla Coils, X-Rays and even... Peace Rays...
    • Efficiency. The less efficiently you are able to solve puzzles, the more likely zombies will spawn around you. Use your inventions wisely or expect things to get even more complicated...
    • Randomization! RNG Or 'random number generation'. Get some replayability from this platformer with levels randomly generating sectors, puzzles and environments as you play. Limited lives make your decisions all that more important...
    • Homage. Giving the nod to science and art with tribute to the legendary minds of Nikola Tesla, Thomas Edison (okay business mind), Eyvind Earle and more...

  2. #2
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    Sep 2012
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    Our project is now also LIVE on Greenlight.

    Feel free to vote, spam or troll!

    http://steamcommunity.com/sharedfile.../?id=149771565

  3. #3
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    Sep 2012
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    Closing in on 20% to Goal on Kickstarter but we need your help!

    New video highlights the history leading up to the events of Tesla Breaks the World!


  4. #4
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    Sep 2012
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    26% to Goal! Thanks for everyone who has supported our project so far. We're now sold out of our early backer rewards.

    Check out this short "behind the scenes" look at the animation process for Tesla Breaks the World!


  5. #5
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    Sep 2012
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    A game-play teaser highlighting one of the inventions in the game!


  6. #6
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    Sep 2012
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    HOW TO TRAIN YOUR PIGEON


  7. #7
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    Sep 2012
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    Want to give a small behind the scenes look at how we're developing a 2D game in a 3D world.

    Now before you go thinking that's a philosophical statement about us existing in a 3D world developing 2-dimensional games... I want to clarify that this statement is being made in it's most literal sense.

    As you can see when looking at TBTW: It has a "classic" 2D side-scrolling view with a camera system that is very reminiscent of what you would find in a classic video game such as Super Mario Brothers.



    When you pull back the curtain however, you will find that the game itself is actually being developed in a fully 3D world. The sprites themselves (characters, trees, rocks etc) are flat 2D images, but they exist in various layers within a 3D environment. The camera system is then built so that when viewing the world, it's locked into a position where it can only see a two-dimensional view.

    As a very rudimentary example, I've constructed a simple scene where I've layered in a few basic 2D objects at various layers within the 3D scene.



    Now to clarify, our levels are actually much more complicated than this with the randomly generating environments. Additionally, the sky is not actually a flat image behind the scene. Its a cylindrical object that itself has multiple layers to create the parallax you see when side-scrolling in the game. I just wanted to include that into the scene to give another example of the depth of the images and how they appear when viewed by the game's camera.


  8. #8
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    Sep 2012
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    Less than 2 weeks to go on Kickstarter at 49% to goal. We need your help to meet our goal!

    In the meantime, check out this behind the scenes look at bringing Thomas Edison to life.


  9. #9
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    Sep 2012
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    We got covered in the Kickstarter Katchup!

    75% to goal with 4.5 days left! It's going to be close!

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