This could be in the wrong spot... not sure, should be in some type of recruitment section, but unless I'm crazy I don't see one.....
The studio I work with is looking for someone who'd like to do pixel work for a new top down engine called Wolfpack. I'm not a programmer, so I don't know what I can tell about the engine, so I'll just copy paste what the programmer wrote about it. Please don't ask me to explain any of it, I prefer to think of it as magic, but I can direct you to the person who can answer.
What is Wolfpack?
First and foremost, Wolfpack is
the codename of the engine core being developed by myself for use by
Polymorphic games and all members therein. In its current iteration, it
is being designed to accommodate top-down scrolling shooter (1942, Demonstar, and Raptor: Call of the Shadows, for example) and side-view platformer (see the Metroid series) elements, but will eventually contain the core aspects of visual novels, RPGs, and side-scrolling shooters.
Where are we on development?
That's
kind of hard to gauge, at this point. If I had to give it a name and
number, I'd say that we're currently on version 0.0.2 Pre-Alpha, which
means that stuff shows up on screen, but not much more. Most of the
effort that's gone into developing Wolfpack so far has gone into doing
very, very basic things, like drawing objects on the screen, allowing
those objects to be controlled, either through programming (paving the
way for AI) or through user input, and collision between objects (so
that you can't just walk through walls).
The rest of the effort
has gone into the "behind the scenes" stuff. This includes things like
loading the level(s) from files that can be generated and edited through
a level editor (NOTE: level editor not yet designed or built), saving
the user's settings to a file (things like volume settings,
controller/keyboard configurations, and, eventually, screen resolution),
and allowing the game to play sounds. All very vital stuff, and all
very boring to talk about unless you, like me, take pride in making your
own solutions (that is to say, all this deep code stuff is boring
unless you're the one that wrote it, so I'll keep it brief).
What's on the docket for features?
Right
now? A lot. Too many to list, in fact, and most of them are things
people would take for granted (like gravity where gravity is needed).
However, here are some of the bigger ones up for immediate work:
The studio I work with is looking for someone who'd like to do pixel work for a new top down engine called Wolfpack. I'm not a programmer, so I don't know what I can tell about the engine, so I'll just copy paste what the programmer wrote about it. Please don't ask me to explain any of it, I prefer to think of it as magic, but I can direct you to the person who can answer.
What is Wolfpack?
First and foremost, Wolfpack is
the codename of the engine core being developed by myself for use by
Polymorphic games and all members therein. In its current iteration, it
is being designed to accommodate top-down scrolling shooter (1942, Demonstar, and Raptor: Call of the Shadows, for example) and side-view platformer (see the Metroid series) elements, but will eventually contain the core aspects of visual novels, RPGs, and side-scrolling shooters.
Where are we on development?
That's
kind of hard to gauge, at this point. If I had to give it a name and
number, I'd say that we're currently on version 0.0.2 Pre-Alpha, which
means that stuff shows up on screen, but not much more. Most of the
effort that's gone into developing Wolfpack so far has gone into doing
very, very basic things, like drawing objects on the screen, allowing
those objects to be controlled, either through programming (paving the
way for AI) or through user input, and collision between objects (so
that you can't just walk through walls).
The rest of the effort
has gone into the "behind the scenes" stuff. This includes things like
loading the level(s) from files that can be generated and edited through
a level editor (NOTE: level editor not yet designed or built), saving
the user's settings to a file (things like volume settings,
controller/keyboard configurations, and, eventually, screen resolution),
and allowing the game to play sounds. All very vital stuff, and all
very boring to talk about unless you, like me, take pride in making your
own solutions (that is to say, all this deep code stuff is boring
unless you're the one that wrote it, so I'll keep it brief).
What's on the docket for features?
Right
now? A lot. Too many to list, in fact, and most of them are things
people would take for granted (like gravity where gravity is needed).
However, here are some of the bigger ones up for immediate work:
- Enemies
- The ability to shoot at the enemy
- The ability to have the enemy shoot at you
- BATTLE MUSIC!
- The ability to switch levels
- The ability to trigger level switches by conditions
- GRAVITY!
- The entire rest of the platformer part of the game engine
Quotes