Shadeux
Status | Completed |
Development Period | March 2014 – May 2014 |
Target Platform | Android |
Development Plaform | Eclipse w/ Anodroid SDK, Java |
Contributions | Programming |
Co-Creators |
Austin Bott: Programming Brad Beyea: Character Art |
Link coming soon, if it takes too long remind me.
This was a project I worked on with Austin for our mobile development class. It was the first game I’ve worked on which was made (almost) completely from scratch in a programming language. It took us several hours to just get rectangles to be drawn on the screen in the way that we wanted to and we built it up to be a solid platformer with score and level detection.
The platform is a cross between standard runner games such as Bit Trip Runner or The Impossible Game or Geometry Dash and a concept from an old flash game called Shift. So like runner games you’re being pushed through a level and pretty much the only thing you can do is avoid jump, however our game implements an extra mechanic which was taken from Shift. You can flip the terrain so that hills become trenches, gravity flips and the player moves to the opposite side of the screen.
The name is pretty perfect. The “Shadow” sounding aspect relates to the black/white art style. The embeded “deux” is the french work for 2 which reflects the duality of the terrain. The term “Shadeux” is a french word on its own and it’s sometimes called Darcour, or Parcour used for illegal purposes. This nicely reflects the platforming and also reforce the black and white art style.
We designed the levels using a level editor I made for one of the ealier verions of Preying Mantis (this was before the development of that game shifted to Game Maker Studio) I’ll probalby release it at some point. It works well for games with simple level design.
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