PyWeek - Super Effective 9

After The Fall: an exploration-based platform adventure rendered in a stark and haunting monochrome style. It features skeletal animation based on motion capture data, a world pieced together in CSG by our homemade level editor and a story told through the letters and objects left behind in an abandoned palace.


Chard Abi Martin adam

Title Screen

Awards


Paul Strand Monochromacity Award
Presented by gcewing

!
Presented by j-1

Seamless Levels Trophy
Presented by kent_turbo

OpenGL at its best
Presented by nitrofurano

Give this entry an award

Ratings (show detail)

Overall: 3.7
Fun: 3.4
Production: 4.2
Innovation: 3.6

8% respondents marked the game as not working.
Respondents: 34
Files: Uploader Date
after-the-fall-1.0.3-win32.zipfinal 14.42 Mbytes Chard 2009/09/06 21:35
After The Fall v1.0.3 (win32 binary distribution)
after-the-fall-1.0.3-osx.dmgfinal 18.88 Mbytes Chard 2009/09/06 18:54
After The Fall v1.0.3 (OS X binary distribution)
after-the-fall-1.0.3-source.tar.gzfinal 10.15 Mbytes Chard 2009/09/06 18:47
After The Fall v1.0.3 (source distribution)
title-screen.png 222.83 Kbytes Martin 2009/09/06 00:51
Title Screen
day5-game1.png 147.88 Kbytes Chard 2009/09/03 23:02
Day 5 : Awesome Tree
day4-game2.png 80.04 Kbytes Chard 2009/09/02 20:43
Day 4 : Wireframe Staircases
day4-game1.png 75.54 Kbytes Chard 2009/09/02 20:00
Day 4 : Majestic Tree
day3-game2.png 51.75 Kbytes Chard 2009/09/01 15:54
Day 3 : Jumping Off Things
day3-game1.png 45.58 Kbytes Chard 2009/09/01 15:54
Day 3 : Running Around
day3-editor1.png 62.44 Kbytes Chard 2009/09/01 15:54
Day 3 : Editor Perspective

Sunday 06 September, 2009

[ adam @ 00:58 ] After The Fall

Well, after yet again coding right up until the last seconds of PyWeek, our game is complete and uploaded. We were determined to stretch our capabilities this time, and we're pretty satisfied with what we ended up with.


 
After the Fall is an exploration-based platform adventure rendered in a stark and haunting monochrome style. It features skeletal animation based on motion capture data, a world pieced together in CSG by our homemade level editor and a story told through the letters and objects left behind in an abandoned palace.

Thursday 03 September, 2009

[ Chard @ 23:05 ] Day 5 : Look At Our Amazing Tree

Hi everybody!

Good progress again, our platform puzzles are coming together, our game looks better. Just starting to hit framerate issues but we haven't chunked the map yet so we'll see if that remains a problem after that. I took a screenshot of the tree in the main courtyard again but blown up to 200000 branches (instead of 2000). Its worth seeing:


Awesome tree!

The 30.11 fps there is not representative of our current performance naturally. Although, as I say, we will be looking in to optimising that.

Wednesday 02 September, 2009

[ Chard @ 20:47 ] Super Effective (Day 4)

Excellent progress today: I finished laying out the broad geometry of the world, Martin added a fantastic tree. Here's a couple more screenshots:


Lovely tree geometry.


Our wireframe debugging: good stairs.

Expect more soon! I will be incorporating all the scenery objects next. They're looking good I just haven't put them in yet. The story and actual gameplay will be features of the next three days.

Tuesday 01 September, 2009

[ Chard @ 16:01 ] Progress Report

Hi everyone!

Just to let you know that Super Effective have been very busy coding. We have excellent world geometry and physics in place as well as brilliant skeletal animation. I've finished writing a lovely 3d map editor and now we are getting on with the actual content, laying out the world, making models, telling the story. We're keep the use of the feather under our hat (rather than in it!) so to speak. Meanwhile here's a bunch of screenshots:


Designing a three dimensional map.


Running around in big open spaces.


Jumping over the balustrade.