You still move on a "track" in a linear fashion, but you actually now move forward in a 2.5D world (think original Doom/Doom2). In Level Up 2, the worlds are rendered using the aforementioned Raycasting engine. In the original Level Up (and all games based on it's engine), each "world" was just a static background image that different enemies and items would be drawn on top of as you progressed. I am designing it to be as easy to play as the original (particularly for mobile quick pick-up and play) while at the same time expanding the concept with pretty much all of the long requested features I received from the original game. Gameplay in Level Up 2 will feel familiar to players of the original game. Drunk on power, Pete lays waste to the Epic Tree and in it's place constructs a massive tower of evil (the Tower of Jupiter) from which he unleashes a reign of terror over the realms of Level Up. Pete, the potion merchant from the original game, has discovered a mysterious artifact called Jupiter's Rock which has given him immense unholy powers. The story takes place after the events of the original Level Up. In terms of story, scope and scale, Level Up 2 is easily going to be the biggest game I have created to date.
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