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
@ominiq Thank you. :)
Dec 14 2014, 5:45pm
@ominiq We can try, but i don't think they'll add this as they stated that 3D isn't their focus. :/
Dec 14 2014, 5:45pm
@ominiq Currently Windows-only as it requires access to DirectX with a DLL. :)
Dec 14 2014, 8:42am
Working on the checkpoint-order system. Works fairly well in the editor without much hassle. (ds_list datastructure) T.co
Dec 7 2014, 6:13pm
@DonaldExpressDD Maybe in the future, but i don't have the time to do that ATM. It's already hard to find the time to work on Celaria.
Nov 27 2014, 6:56pm
Also working on a map in the built-in editor. Trying to do a "tutorial map". (For showing the game mechanics.) T.co
Nov 22 2014, 8:14pm
Worked on the movement & balancing over the past 2-3 hours. The only things left, are mostly animation-specific stuff.
Nov 22 2014, 8:02pm
Voxels seem to be very easy way for 3D collisions, as they are pretty much only Axis Aligned Bounding Boxes. (AABB) > easy & fast.
Nov 4 2014, 5:19pm
Did a bit of research regarding 3D collision... it's hard. I'm nowhere near as good in mathematics for such task.
Nov 4 2014, 4:20pm
@RLP091 That's true. But as you said, at least no seperation anymore. They don't need to bugfix the Interpreter and compiler simultaneously.
Oct 29 2014, 4:40pm