This blog post is older than a year. Keep it in mind when reading it. Content might be outdated or no longer valid.
Now that I have a full time job, I need to re-assess my priorities. Game development will always be a part of my life but in a lighter, brighter and smarter way. I’m focusing exclusively on my own projects while keeping an open approach for the future.
I have no immediate plans on releasing or developing commercial games. Right now I’m focusing on creating some content for this blog and for my Patreon channel. Maybe even my YouTube channel (but don’t hold your breath).
3 Platformer Engines
While developing Fuzeboy I learned a lot about platformer engines. I decided to share my knowledge with my Patrons so I’ll be creating three platformer engines, each one with a different level of complexity. Patrons will be able to download said engines and use them for any purpose, commercial or not, with or without crediting me; feel free to modify anything without my written consent. I basically give up any right I might have over them.
Basic Platformer Engine
This basic platformer engine will have all the characteristics of games such as the first Super Mario Bros. (8bit NES era). Basic platforming with no slopes, underwater physics, simple shooting mechanic, enemies with elementary AI, score points, basic health, basic powerups and maybe a couple of extra.
Intermediate Platformer Engine
While some characteristics will build upon the basic platformer, new problems will call for new approaches and a redesign of some game components. We’ll start using managers like the video manager, input manager and data manager. We’ll look at video scaling and we’ll add slopes and ladders. Also we introduce the 8-way shooting and the advanced animation system (the one I used in Fuzeboy). One way platforms, moving platforms and more.
Advanced Platformer Engine
This is a totally different engine. I’m thinking Super Metroid here. Powerups & inventory, room transitions, gamepad support and input customization, data saving and loading, complex world interactions, triggers, complex camera behavior, cutscenes, dialogues and much, much more.
GameMaker Studio 2 Courses
Just to reiterate that I’m not leaving game development altogether, I’m organizing GameMaker Studio 2 courses at my day job office. Right now we’re thinking about organizing classrooms for the locals but we might scale a bit and extend the offer to schools as well. This is something I’m making in real life so, no online courses for now (for those, look into Benjamin Anderson’s courses). So yeah, I’m also teaching GameMaker Studio 2.
The GameMaker Studio 2 Book
I was writing a book about making an Advanced Platformer Game in GameMaker Studio 2. Turns out making a book is way more complicated than making the game itself. For now I’m leaving this on the table but I won’t be actively working on it in the immediate future.
Kren – Deep Silence
Going back to my own projects and talking about long term plans, means going back to Kren. During the past months I developed a solid engine, written a sound storyline and found a group of people (all friends I know in person, in real life, here in Italy) interested in its development. We’re working weekends to draw concepts and storyboards but it won’t be until next January when I’ll be discussing and showing more substantial material. We take our time and we want to plan it well from start to finish, ironing out all the details.
That’s all for now
So that’s it. I’ll upload some new content soon.