The plan was to create a side-scrolling shooter in the vein of R-Type using the voxel engine I debuted during last month's Ludum Dare. I succeeded in doing so, but as time went on and I got distracted by other things the game fell by the wayside and I haven't finished adding all the content I wanted.
So what I'm throwing up this month is a very rough single-level alpha that's short of at least one more enemy type, a boss fight and sound effects. It's also pretty jerky as there's a whole ton of optimization (or indeed, re-writing) needed on the engine itself to support such high-speed games with voxels being destroyed all over the place. Another reason that I kind of lost interest.
Next (this!) month's game will be something tiny as I'm also planning an XNA/Monogame/gamedev 101 workshop that I will be teaching in November. I'd like to look at an HTML5 framework this month if I have the time.
- Monogame / XNA
- C# .NET
- Visual Studio 2012
- Photoshop CS6
Clockwatching20 hours, maybe.
DownloadsNo builds for other platforms this month!
Windows (DirectX Monogame build)
- Voxel Shooter (alpha) - Windows .zip