Sunday, October 25, 2015

Project: TUSSLE

Still in progress, Project: TUSSLE is my Magnum Opus. Or, at least it will be. It may not look like much, but that's because of the nature of it: Project: TUSSLE is an open-source game engine based off of Nintendo's Super Smash Bros. series. Players will have a set of easy-to-use tools to create characters and have them duke it out in classic physics-based platform fighting style. The engine is done in PyGame, and each piece of the engine is tweakable and modifiable through user-defined variables. In addition to the game itself, TUSSLE is intended to be a community, for people to create and share characters, stages, and engine tweaks to make the games they want to play.

Design-wise, this is one of my most ambitious projects. The entire engine is being built from scratch, no physics libraries, no existing platform, so there's a lot of design to do. I have already filled three spiral notebooks with diagrams, notes, psuedo-code, to-do lists, and graphic design specs. I've been working on this whenever I have a few spare moments for the past few years, and development has really jumped ahead in the past six months or so.

I have not quite gotten to the point where I feel it's ready for distribution yet, but the code is all available on GitHub. The engine is playable, but a bit lacking in features, and not entirely debugged yet.

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