13 August, 2009

Animation?

Hello everyone, I just wanted to introduce myself and post a couple of things I've been working on for the project. Right now I'm working on animations for the project. So here's a an image of our hero jumping from a height that would normally kill a man and a video of Ed hurdling a black crate for eternity. Can't wait to see him running in-game.














Edward Usher Run cycle from Kenneth Coker on Vimeo.

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02 August, 2009

Our first video is up!

As promised in the last post, here's our first little bit of footage. It's still early of course, and we're using the bizarre little creature that comes with the Torque Platformer Starter Kit as a stand in, but you can get a pretty good idea how far along we've been able to come.


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01 August, 2009

Reason to smile...

Yesterday marked the first time we were actually able to launch the game and move a character all the way from the start of the level to the end. Granted it's an extremely short level, and there isn't much gameplay in place to speak of save for some simple platforming (running, jumping and climbing) but methinks it warrants a smile and a wee bit of celebration. Kudos definitely need to go out to Richard who took on the responsibility of programming and map construction in addition to his current role of lead designer.

Over the next few days/weeks we'll be adding further detail to the level and fleshing out the gameplay we've got planned for it as well as adding enemies and getting our own character in place (right now we're using that weird little orange creature that comes with the Torque Platformer Kit).

As you can see, I've included a pair of images below that should give you an idea of what the tweaked art direction for the game looks like. It also shows off our HUD screen and inventory, exciting! What, no? Very well, wait just a little longer and hopefully we'll be able to get together a little video of the Prologue Level in action when it's done.


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14 July, 2009

Enter the Torque Master


Okay, sorry about the title. I couldn’t help myself. A more fitting title would probably be, “Enter the guy who doesn’t know much about programming but who is going to try to build this game using Torque X 2D anyways” but I think we can all agree that that title would have been much too long.

What you may have already guessed is true, however. We are moving the game over to Torque X 2D and yours truly will be tackling the programming duties (hehe, I said “duties”). I have taken an introductory class in C++ and I am currently going through C#/XNA training via video classes I bought from www.3dbuzz.com. That paired with the tutorials on Torque X 2D provided by www.garagegames.com should give me a strong basis to get everything going. Oh, and I also bought “The Complete Guide to Torque X” book which should be arriving any day now. After that it will be all on-the-job training, so I hope everyone bares with me as I am sure to make some mistakes.

I will also be giving the design document a complete overhaul and stripping some features that I think may be out of my league. On the plus side this will make the game a more manageable project that can be completed in a shorter timespan. Anyway, we have to save some stuff for the sequel, right*.


*This is just a joke and is in no way official confirmation of a sequel. We have to finish the first game before we even contemplate starting a sequel. Jeez, get off our backs already. :)
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What is Edward Usher?

Put simply, Edward Usher is the realisation of a dream of ours. A small group of artists, designers and programmers that have decided to come together to make the biggest little videogame on the web.

It's got adventure, platforming, puzzling, charm, humor, dazzling visuals, and an eminently hummable soundtrack. Edward Usher will take you back to the glory days of the 2D era, to a time when wit, warmth, and wide eyed wonder ruled.

This blog is a chronicle of Edward Usher's ongoing development. We hope you'll come along for the ride, lending us advice and counsel when we need it, asking questions, giving suggestions, and generally poking and prodding us to squeeze every last ounce of creativity and inventiveness out of our soft little noggins.

Best,

The team at Silver Age Games.

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