Development has been in full swing for a while, and the game is shaping up far faster than we’ve anticipated. Core gameplay is already in, and we’re starting to add proper art assets, sound effects and music. While there’s still a lot to be done, if this rate keeps up, it’ll be done in no time!
The coding of the game is advancing incredibly fast, meaning that we’ve already implemented all (or most) of the core gameplay mechanics, including procedurally generated levels (or loaded from a file), different types of bombs and explosions, proper collision detection and physics, major performance optimizations and a full-fledged computer AI.
The AI has been the most challenging part, as creating a human-like player that can traverse the level and essentially hunt you down is difficulty, very difficult.
Art-wise we haven’t progressed too much, as we haven’t yet found a suitable pixel-artist, but we’ll get there soon. The current art is considered “programmer art”, meaning that while it doesn’t look good, it does it’s job while we’re developing.
Speaking of art, we’ve just received our title screen art from our cartoon artist (Anton Brand) and we’re blown away by the fact that Mad Miners is already starting to look like a professional, polished game.
Below you’ll see the fairly large (1280×960) title screen image.
We will continue posting these development updates as we progress, but as said before, there won’t be any actual screenshots, GIFs or videos before we get more or less the final art in the game, with the main reason being that nobody wants to look at “programmer art”. 😉
That’s it for now.