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Cyberscape: concept (Part 2)

Cyberscape: concept (Part 2)

texasraised
Poulpikhan Studios · · 2 min read
2,668 0

Hello everyone,

I'm excited to share an update on our latest project, Cyberscape, straight from Poupikhan Studios. Right now, we're at the concept stage, which is super important when it comes to making a video game. We're focused on creating gameplay that's not only fun but also tells a great story.

Let's talk about the story we're working on. Picture this: you're one of the creators of something groundbreaking. You've made robots with amazing AI that help out with all sorts of things, like work and keeping the peace. You and your best friend are onto the next big thing: transferring your minds into these robots to live forever and create a perfect world.

But then, things take a dark turn. An old guy who runs a big company kidnaps your friend's daughter and forces you to hand over your mind-transferring tech. When you do, he kills both you and your friend, right in front of the little girl. Just before you die, you activate a prototype version of the tech in your visor.

Next thing you know, you wake up surrounded by lifeless robots, with no memory of who you are or where you are. And so begins your adventure to uncover your identity, find lost connections, and save the world from evil robots.

Now, for those who love nerding out about code, let's talk tech!

When I first heard about this project, I had tons of ideas about how to handle the code and gameplay. We're using a game engine called "Game Maker," which is great for making simple 2D platformer games.

One thing I really enjoy is creating my own physics and figuring out all the math behind it. It might sound crazy, but I love it!

We've got a bunch of player actions in the game, like moving, jumping, sliding, dashing, using a grappling hook, and more. And each action comes with its own challenges, like how your movement speed changes when you're carrying a child or when you're walking on slippery ice.

To make things easier, I've come up with a way to handle all these challenges using object-oriented design. Basically, every object in the game has its own properties, like how fast you can move on it or how slippery it is. This makes it way easier to add new stuff to the game without having to rewrite a bunch of code.

So, that's where we're at right now. If you've got any questions, feel free to ask.

Stay tuned for more updates as we dive deeper into the world of Cyberscape!

Best,

texasraised,

Poulpikan Studios

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