He has been writing code for over 13 years now, and is fluent in C#, C++, Javascript, HTML, PHP, Actionscript, GML, and Clojure, as well as Assembly and Machine language. Mark Harbaugh, age 31, does Code, Prototyping, Scripting, and Design for Aloft. He is also an adept at several commercial game engines and computer modeling suites, and an amateur musician and composer. He has done work in classically-oriented architecture and landscape architecture firms on the US east coast and in Belgium, and has contributed to historic architectural survey work for the Prince's Foundation. He is the holder of a Professional-Bachelor's degree in Architecture from the University of Notre Dame with an emphasis on historic and traditional design. He is a long-time student of Game Design Theory, and a life-long gamer with high reverence for the great productions of the early 90's.He has been involved in the indie game development and protoyping scene for around 7 years. Team actively working on Hazelnut Bastille are: ĭennis Varvaro, age 31, does Art, Design, Writing, and Community media and Marketing for Aloft. JOverview Spanish Language OverviewĪloft Studio Aloft studio is a small collaborative group founded in 2013, with 2 major product releases currently being developed. June, 23, 2017 Guillaume Verdin Overview, French Language JPolish Language Article OverviewįebruAlberto Millan Spanish Language Overview NovemRyan Pearson AnnouncementįebruRaw Meat Cowboy Switch speculation JanuDominic Tarason "Rundown of the week" JJoel Couture Demo AnnoucementĭecemJoel Couture Project IntroductionĭecemNic Reuben Demo Reaction Features -Heavily conscientious level design -Metroidvania progression -Classic open-world Overworld and Dungeon format -16-bit graphic and audio style -8-voice Chiptune and lofi sample soundtrack -Classic 8-way and 4-way navigation modes for gameplay -Enemy design invoking original standards of 16-bit era -Intense, brutal bosses which require learning and observation -Highly challenging combat sequences with a high skill ceiling -Puzzles built around observation, item use, and sequential logic -Complex trading system to obtain optional items -Customizable playstyle based on which items player obtains and equips A systems prototype was released in July of 2016, followed by serveral public demo iterations, and another demo and promo trailer is expected for March 2018. The project is being developed in the Unity Engine, in a custom framework built in C#, and features its own custom development tools and level editors which allow us to manage environmental art and level design scripting in one package. History Hazelnut Bastille started as a prototyping project in April of 2016, and has been in full time development ever since. On the way, her story becomes irrevocably intertwined with the lives of those living in this far off land. Hazelnut Bastille tells the story of a young woman who travels to a foreign shore on the outskirts of her world, in order to seek out the promised gifts of mythological ancients, in hopes of retrieving something which was lost to her. We seek to emulate this period in most ways, from graphic presentation, to audio production, to general level design philosophy. Description Hazelnut Bastille is a topdown adventure game with metroidvania elements which seeks to continue the great lineage of superior design from the mid 90's- the moment in time when mainstream 2D titles reached arguably their greatest level of refinement, in titles such as Super Metroid and Link to the Past.
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