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Every aspect of the Unreal Engine has been designed with ease of content creation and programming in mind, with the goal of putting as much power as possible in the hands of artists and designers to develop assets in a visual environment with minimal programmer assistance; and to give programmers a highly modular, scalable and extensible framework for building, testing, and shipping games in a wide range of genres.
Believe it or not, this game has continued development for the last two years! Membrane has gone through some vast changes, and now sees consistent, if not very fast, asset production. So what has been happening?
Membrane started off in Unreal Engine 3. I created a simple, yet functional "Doom Style" AI, Implementing weapons, enemies, and other assets. All in all, it was easy to use... at first. Once I started seriously working on the levels, I found level creation to be a bit too cumbersome. I even wrote a program that converts levels from my level editor of choice, but constantly re-baking the lighting every time I made a change became a slog. The final straw was when I tried to make a secret exploding wall that is indistinguishable from the surrounding solid walls - you could see a "lighting seam" no matter what. UE3 was meant for mapping with modular models, and that didn't jive with the free form abstract levels I wanted to make. So I started looking at other options.
GZDoom was what I settled on. It's perfect for an old school game, because it is an old school game engine, while supporting more modern features. And with the release of GLOOME it's also commercially viable.
The initial Setting was on earth, with human and alien weapons, and a basic premise of fighting off an invasion.
It's been done.
Membrane has gone completely Alien. Waking up in an underground laboratory, the hero finds himself a result of horrific experimentation. He must traverse alien worlds, master unique weapons, collect powers, and travel through the galaxy to find his way back home.
Getting rid of recognizable earth levels allow for more abstract designs, as well as no realistic human weapons allows for much more creativity in the design and function.
In addition, Membrane is sort of a "Metroidvania Lite," wherein you will find powers / upgrades that allow you to reach previously inaccessible areas within the current level.
It's Practically a Game:
Well, a short one. Loads of textures have been created, as well as models, fonts, the entire UI, sound effects, and scripts. The goal is to have a stand alone playable demo as soon as possible. Here is the short list before that can happen:
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