Wednesday, 9 March 2011

PC6: Pineapple Chunks?

PC6, also known as Pineapple Chunks 6, is the newest (and still very much incomplete) engine for Aspiria. The engine will use chunks from PC5, but restructured to make it cleaner, more efficient, and easier to work with. PC6 will also have more features, and because a lot of the engine is being completely rewritten things are going very slowly.

Room transitions that are a bit more like Pokemon... maybe...


For the next few days (or even weeks) I will be putting a lot of time into completing PC6 and will give daily updates so everybody can see what's going on. I don't know when I'll have a playable demo out, but it'll hopefully be soon. 

Tuesday, 8 March 2011

Dubloon!

So there's this game; Dubloon. You probably haven't played it, but you should. Dubloon is the game that first inspired me to make Aspiria, really. I thought, if Banov can make an awesome RPG, so can I.

After deciding to completely change the story for Aspiria, I decided to go with an idea I had way before I had heard of Dubloon. That game was loosely based on pirates, the navy, and sea travel. Those aspects are being made into a major part of the game, which means of course it will now seem a lot like Dubloon.

That wasn't intentional...

Anyway, I'm going to be playing Dubloon for a while. See what they did right (and wrong, maybe), and to learn off it. I'm going for a slightly different kind of gameplay and a totally different story and art style, but I could learn a few things from this wonderful game.

So yeah, check out Dubloon, leave comments here on what you think of the game, and tell me what you did or didn't like that I should try and use or avoid.

Thursday, 3 February 2011


Aspiria is Enigami Games' attempt at a Final Fantasy styled RPG. The game has gone through many very large changes since it was originally started back in 2009 under the name of "Disposal", but this time I am considering taking a step back to it's past 2D glory.


In late 2010, Aspiria went through it's biggest change; it went from 2D to 3D. This change was met with almost solely positive comments from people inside and outside of the Dev Team. There was nobody who disagreed with the move; but who could say no to the adorable charm of the picture above?
However, the 3D new engine isn't without its drawbacks. The game is alot more complicated now, and even though characters clothing can look more different now than it ever could in 2D, this comes with a cost; framerate. While the drop isn't noticable in play, the framerate does indeed suffer even with only the player and a few trees present.


Before the new engine, we (the Dev Team) rewrote the entire story. Our favourite characters were kept but received heavy nerfing. Any ridiculous concepts or characters were removed and rules were put in place to stop the same nonsense occurring a second time. The new story works off the basic premise behind an old RPG project of mine, but with major changes. The story isn't being changed here.


The new (3D) Aspiria engine follows a slightly more action-based format, like Zelda. The old 2D one was more like Final Fantasy; turn-based. While I like the idea of the 3D engine, I also really liked the 2D one alot. The engine for the 2D one was being rewritten to be tidier, and allowed alot more freedom and was alot further than the new one. It didn't look to bad either, in my opinion.

The problem is, I'm not sure whether or not to change. I'll be thinking about this one alot, I know that. Any comments on the matter will be much appreciated, either on the Escapist, on the Forum, or in the comments section below.


Tuesday, 4 January 2011

UZS Engine

Yes, I have finally stopped using that horrible tiny font. Haha!

So you might of heard of Untitled Zombie Shooter. If not, it's just a topdown shooting game where you kill zombies. Very simple right now. Anyway, the UZS Engine is actually going to be the platform for at least one other planned game, and will act as practice for other things I want to do in the future. It currently has 3 gun types, some zombies, and some blood. There isn't really a whole lot more you could ask for right now.

The engine was actually started quite a while ago, and I recently got back to it. There still isn't alot to do (even when compared to the first release), but it is good fun. The version out now, which can be downloaded from here, is the basics of a mode I have yet to name. It won't be called Survival, that's being used elsewhere.

So yeah, feel free to give it a go. :3

Sunday, 12 December 2010

New Site!

The Enigami Games website has gone through some changes. The most notable change is the introduction of a brand new, ultra shiny theme! The old site was a bit too cluttered for me, so I made it simpler. Also, white, grey and red just wasn't cutting it, so now we've got black, silver and blue. Overall, much nicer to look at in my opinion.

The "Games" page now uses php to handle which page/game you're viewing rather than seperate pages, which will hopefully work alot better. I still have a lot to do, but you can check it out here.



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Some news on Aspiria now; trees and fences! That's right kiddo, trees and fences have been added to the tech demo of Aspiria's new 3D engine.



Saturday, 4 December 2010

Aspiria- So much news!

New Story
The story of Aspiria is being completely rewritten! The old plot was full of holes which we just "wooshed" over, and the "powerlevels" of different characters could change in seconds just because the plot demanded it. There was a God-Clown, a race of 300, possibly gay and completely unstoppable badguys who for no real reason went into hiding. There was no order AT ALL.

We have thus started again. Alot of of our favourite characters and ideas are being brought over to the new game, but everybody has been bludgeoned repeatedly with the "nerf-bat". The ridiculous ideas are being replaced with slight less ridiculous ones, and everything should overall make much more sense.

New Engine
With the new story comes a new engine. This wasn't originally the plan, but after finding a FANTASTIC walking animation here, I decided it was worth a shot. Since finding the animation, I have created fences, trees, a sword and shield (with working sword slash animation) and a semi-working inventory and equip item system.

I am currently working on finishing the inventory and equipment, and will then work on slightly more important issues.



Tuesday, 16 November 2010

Fallout 3 and Christmas

...or something.

Yeah, so I was playing Fallout 3 on the weekend and I had a lot of fun. There are a lot of really great ideas in that game that I want to bring into Enigami Games' projects. I am thinking about how to do so right now actually.

Also, I won't be doing any coding for a while. Some time after Christmas I'll get back onto it, but until then I will mainly be focusing on concepts and ideas. I'm going to have a lot to do when I get back to coding. Haha!