Celaria is a 3D Styled Parkour game which was heavily inspired by Mirror's Edge and Trackmania. You jump from building to building, performing wallruns and using different abilities like Speed-Boost and extremly high jumps to get over your obstacles. The goal is simple: Run to the goal as fast as you can. There are no enemys and no Story. Just one goal: be as fast as you can.
The biggest additions to the new update are the improved GUI system (both in code and visuals) and the 3D map-editor which was implemented directly into the game with additional usability tweaks. I also added a new move which allows you to jump over blocks (while running) if the top surface of the block is placed below the players head. (Which makes it similar to the "speedvault" technique from parkour.) As always, there is a video of all the updates.
This update also includes bugfixes (i'm always finding new ones mostly by accident...) and performancetweaks.
Also, i'm planing on releasing the first "public alpha" version of celaria in this month.
By adding the editor into the game and revamping the GUI, i finished some of the biggest "todo" points for the game.
What is left to do (for the public alpha)?
After that i'm pretty much ready for releasing the alpha version. Of course, this version isn't going to have all features of the final version.One of the things which will be missing is music/sound (as i didn't finish the Sound-DLL... if i finish it in time, then there will be sound in the alpha version), the multiplayer mode isn't going to be there, only one singleplayer mode will be available, etc...
I hope that i get the alpha ready in this month.
I would love to hear feedback from you (the community) regarding this game. :)
I'll anounce the alpha here on indieDB if it's ready.
Also you can follow me on twitter @DARKLEWA if you want to know about the development of the game more frequently.
See you next time.^^
Latest tweets from @darklewa
Changed the logic loop. Now the game is able to have a variable framerate while preserving the same game-speed.
Sep 15 2014, 1:42pm
Made a ton of progress today. Also working on a new video for youtube. Should be up in the next 1-2 days.
Sep 10 2014, 7:18pm
Slowly regaining all functionality of the previous editor. I'm rewriting the GUI system partially. (It's tedious...) T.co
Sep 3 2014, 1:17pm
Ok, never draw 3D objects in the post-draw event while messing around with hidden surface removal [d3d_set_hidden()] > creates nasty bugs...
Sep 1 2014, 5:29pm
The porting process of the editor is pretty "easy" as most of the code is just copy&paste. The integration into the actual game is harder...
Sep 1 2014, 1:40pm
Starting to integrate the gui-system from the standalone editor into the actual game. T.co
Aug 30 2014, 6:49pm
@falki147 Really? Wow. That shows that i'm really a noob on the technical side of things. Going to change that too. Thanks. XD
Aug 29 2014, 8:45pm
@falki147 Uuhm... that shouldn't be the case. XD Going to fix this right now.
Aug 29 2014, 8:09pm
@falki147 Also, if every poly has individual vertex-coords, then you need more then 2^16-1 indexes to store the data.
Aug 29 2014, 8:07pm
@falki147 Because 65535 polys as a "maximum" is quite a good limit for morph-targets.
Aug 29 2014, 8:06pm