I’ve decided to break up the engine a bit. The feature list was getting pretty huge and I really want the engine(s) to be affordable. To avoid charging a crazy premium, I thought that I’d just be discrete about the contents of each pack and separate them into segments that can be less expensive.
Anyway, the first installment will be an action-platformer with an emphasis on a complex player object. I want to find a balance between Castlevania, Volgarr, Zelda II, and maybe some Dark Souls influences.
Continue reading “Action-Platformer Engine #1” →