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CyranoJ

Announcing - Gravitic Mines

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For the past nineteen months both myself and Ander have been working away on this project, and the time now feels right to kill off the old "Thrusty Thing" thead and move to a fresh new one, with an eye to the future of this game.

 

Why now? Well, we recently hit a milestone in the game where all assets are now in place, things are locked in, and we feel we're in the home stretch on this one (at least a 6 month homestretch!)

That isn't to say it is going to be released any time soon however, as a game of this scale will require quite a shakedown cruise with the testing team while we refine and tweak things - we are hoping for a late 2021 release.

 

To commemorate this milestone we asked Sk1p to produce a teaser trailer for the game, which he has generously put together:

 

 

The final game should feature:
 

  • Sixteen unique worlds in four unique styles, with multiple missions on each world.
  • Eight training simulator missions to familiarise players with the game and controls.
  • Four unique boss encounters.
  • Eleven licensed tracks from Roald Strauss, totalling over 32 minutes of music.
  • Standard and Pro Controller (Recommended) support.
  • On cartridge score saving and progressive unlocking of levels and features.
  • Online scoreboards via QR code upload.
  • Mission story-arcs and briefings written by Andrew Rosa (MC-TV)
  • Jukebox for the awesome musical score.
  • BJL Uploader and Jagtopus functionality.
  • 6MB cartridge - currently we have over 35 MEGABYTES (280 MEGABITS!!) of data squished into a 'tiny' 6MB ROM.

 

The aim at the outset for this title was to produce a commercial grade game for the system that could easily have sat on the shelves in the 90s alongside the other titles.  We hope we will achieve this but that is, as always, up to you, the players, to decice.  

 

This is, by far, the most complicated game project I have worked on for the Jaguar.  The engine features:
 

  • A rudimentary physics system where your ships mass can change the environment.
  • Many object types (mobile and land-based enemies, teleporters, refuelling pads, forcewalls, switches, etc)
  • Environmental hazards that can impact on your ship.
  • The entire level runs constantly regardless of where the player is in it (Full sandbox)
  • Multiple objectives per mission.
  • What we're calling 'insane detail' maps for each world (No tilemaps used, anywhere!)
  • 16-bit colour, parallax, animated graphical environments locked to 60fps for fluid action.
  • A scripting engine complete with procedural functions, allowing for rewarding, complex and dynamic enounters to be created.
  • Full RAPTOR API 2.0 integration. If you see it here, you can do it with the API.
  • U235-SE powered audio (Many thanks to Linkovitch for this library!)

 

Ander's blog on itch.io can be found here: https://anderlex.itch.io/graviticmines
We'll also be updating both here and via the page over at the Reboot website: https://www.reboot-games.com/rebootnews/gravitic-mines/
 

The original "Thrusty Thing" thread is now locked, but can be read here.

 

Please feel free to discuss or ask questions below.. or just follow along for the ride. We cannot wait to share the final game with everyone! 

 

CJ / agradeneu

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I've read the "Thrust Thing" thread and was excited to see that game being made.  This looks great and I will be following the progress and eagerly awaiting the release.  Great job guys!👍🖖

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Looks fun.  Actually most excited about the more vector graphic looking screens.

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Looking forward to the release, hopefully in time for Santa in 2021!

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Wow, this is really looking beautiful.  I love the pixel art, especially in the jungle-themed areas.  Day 1 purchase, of course.

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3 hours ago, Saturn said:

Great video!

Cheers. Definitely looking forward to giving Gravitic Mines a real good play as soon as possible, love the art style and the old-school challenging gameplay, which I'll no doubt be terrible at initially :) 

I rather like making videos for the Reboot games, lots of creativity being shown in the various titles. Video stuff is slightly more chillaxing and arguably more creative than me programming games lol. But I should get back to doing that and catching up with 'real work'* while I'm at it hahaha.

I'm putting a compilation of the various videos I've made for Reboot/AA together, I'll pop up a link once I've made the post live. 

(*to clarify, I'm on a two week break from work but I have a lot of 'paperwork' to do, plus a web based game to show my students 'how it's done'...hopefully I'll have it semi-playable soon, as soon as it feels like work I switch off, but when things start to gel I get lost in the tiniest of visual or gameplay details)

Edited by skip
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8 hours ago, doctorclu said:

Looks fun.  Actually most excited about the more vector graphic looking screens.

Those are the training levels/missions. The story missions are all hand drawn style, so 80% of the game.  

Edited by agradeneu
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Looks absolutely amazing, very cool mix of vector-like raster-graphics, and traditional 16-bit style bitmap graphics.

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20 hours ago, skip said:

...which I'll no doubt be terrible at initially :)

I've been playing since January 18 and am still terrible :P

Kidding, I've learned to pull off some epic moves and have to say, this will certainly be a treasure for the library and everyone w/ a copy. My opinion, of course, but testing this has taken up a lot of weekends and time after work. Can't get enough.

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18 hours ago, Saturn said:

I've been playing since January 18 and am still terrible :P

Kidding, I've learned to pull off some epic moves and have to say, this will certainly be a treasure for the library and everyone w/ a copy. My opinion, of course, but testing this has taken up a lot of weekends and time after work. Can't get enough.

Lets be honest, gravity games have quite a learning curve. If you are not familiar with Gravitar and similar games, you will probably die a lot in this game. :-D

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1 hour ago, agradeneu said:

Lets be honest, gravity games have quite a learning curve. If you are not familiar with Gravitar and similar games, you will probably die a lot in this game. :-D

Great - so my killer Asteroids strategy of sitting in the center of the screen, spinning like a fool and shooting will be of no help :)

 

The one time I hooked my gaming PC to my projector, I spent hours playing Lunar Lander via MAME in monochromatic glory.  I cannot wait to see how this looks on the projector (96 inch screen).  I'll definitely post pictures for you guys, but will probably never show my scores.

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Absolutely gorgeous! I'm loving the water and lava effects. Congrats, you guys have obviously been working very hard on this and it shows. Thank you for doing this!

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4 hours ago, RREDDWARFF said:

Absolutely gorgeous! I'm loving the water and lava effects. Congrats, you guys have obviously been working very hard on this and it shows. Thank you for doing this!


Thank you, and everyone else for the comments - that'll drive us onwards with encouragement :)

Here's a video from last year of a test drive around a map with some more water, I can't remember if it was in the other thread or not.
 

 

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