“Party of Sin” is a cooperative, fast-paced, run and gun platformer where you use your unique powers to fight, platform and solve puzzles. Battle angels, beasts, knights and other creatures with your friends but also compete with them for individual gain. Use Lust’s stun ability to stop enemies or other players in their tracks. Use each Sins’ special ability to interact with the environment in a special way. Clear a gap using Greed’s hookshot or long jump with Pride. Solve puzzles using your mind, not the developer’s. Each puzzle is open-ended and allows for multiple solutions. Along your adventure, be sure to use the full arsenal of weapons at your disposal. Whether it be the fast-shooting machine gun or the burst fire MIRV, enemies won’t stand a chance! Party of Sin reinvents well known religious environments by turning it upside down. An innovative art style will paint the environment and animated backdrops will bring context to each battle.
0 comments by AlfredG on May 22nd, 2012
This week was a bit slow for Party of Sin. Vince, our gameplay engineer and level designer had a business trip to New York, which slowed things down. We've been on a down after the high of PAX, but I'm confident we'll return to our stride and pick up momentum. I also missed last week's weekly update since I was in California.
Our current milestone is a demo for Microsoft. At the same time we're pushing to have the beta of the game ready in time for E3 (June 5th). We're still missing a few features and levels, but overall we're doing pretty well. The core of the game is complete, it's mainly polish at this point (which takes a surprising amount of time).
I had a chance to get the game available on Steam this week. I've also been looking into C# wrappers for Steam and found the Community Express SDK. We're still evaluating it but it seems to be a pretty decent wrapper which will make Steam integration a breeze.
Our animation code got a pretty major overhaul. As discussed in our Animation Series, we use an in-house flavor of blending graphs for Party of Sin. One of the characteristics of our graphs before this week was that all our graphs were top-down. This meant that each node along the way (starting at the root) would decide which of its children would be visible. This caused a lot of problems though, because if you had a silly animation at the top of the graph (like say the balance animations from last time) and a more important animation wanted to play further down the graph, it would never actually become visible. I overhauled the system so our animations have priorities now, so a high priority animation can force a node near the top of the graph to change states.
Liz worked a lot on the animation. Many of our sins got new turn animations. She has been working on adding the balance animation to all the sins and also tweaking the blending parameters to produce a better result. We have a lot of great new animations planned for the angels.
Liz will be giving a talk on animation at GameScape.
I finished working on the testing procedure we will use for the game. My girlfriend was the first participant!
Both Vince and I got busy with level design in the last two weeks. Earth got a slew of new puzzles to replace some of the puzzles we weren't happy with in our initial iteration. Vince spent most of the last two weeks working on the Purgatory boss we discussed last time. It's gone through a few iterations since then, as we learned about what worked and what didn't in a "puzzle boss".
That's it for this weekly update!
Dan
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nice. looks interesting.
tracking..
I can't wait for this to come out... Will be a very fun game ^o^
Definitely an interesting combination of gameplay mechanics...
I'll be tracking this.
Well i was wondering about that aspect of everyone picking the same character even with the health bars and score? how is someone going to be able to tell the difference early on in the game. are you going to put the P1 P2 P3 P4 above a characters head or just change a certain color on the character while keeping the Dominate color. Like with Sloth her dominate color is cyan or light blue maybe using diffrent light blues or just changing the color of her bear to tell the difference. While Lust is a red for her dominate color maybe diffrent hair colors like a silver with red streaks or a Dirty Blond with red streaks or just any hair color that fits her as long as it has red streaks or just using diffrent red color schemes.
Only one of each character can be picked at any time. This means that if I am currently using Wrath, then no one else can swap to him unless I die or swap to another Sin.
wow your game looks cooler than ours
http://www.indiedb.com/games/little-war-of-horrors
wanting views are we?
:-P
well the ideas for the hell levels are interesting the only thing i got a problem with is the giant spider boss because if it is not made unique enough it will be boring i like the story board concept but it does not seem unique enough of a look. these are just some ideas i though of to make it more interesting i would say mix the spider with a hydra or a snake or some other animal and give it wings and also flaming venom and a corrosive spider web and lil spider-lings and other abilities. i got to looking at the picture for sloth and i would say you give her another ability that allows her to bring life/souls into stuffed animals or dolls so she can sleep while they do her dirty work.
The boss will have some cool attack patterns. It can spawn mini-spiders from the eggs on it's ears and it drops puss bombs onto the sins!