Aug 082014
 

Another small Minotaur update. The environments are mostly finished so I’m moving on to gameplay stuff.
The game is mostly about finding your way around the mazes, getting through the traps, and running away from the killer but it needs something of a story line to make it interesting enough to play to the end. And probably a few puzzles that break up the monotony of finding keys to open up doors.
I’ve got some good story ideas. Just need to come up with a ending (or multiple endings). Puzzles are always a pain in the ass but I’ll see what I can come up with.
I think I mentioned this before but another goal of mine is full gamepad support in addition to mouse and keyboard. Technically, Babysitter Bloodbath has gamepad support but I want to optimize and extend it to the menus so you can play the whole game without a mouse at all.

 August 8, 2014  Posted by at 6:00 pm Minotaur 2 Responses »
Jul 252014
 

Things have been quiet around here but Minotaur has been steadily progressing. I’ve been building new levels, positioning the cameras, placing the lights, setting up the traps and stuff like that. Right now, it’s over 6 times the size of the alpha version. I’m also working on a map system since the mazes can get confusing. Here are some new screen shots of mostly finished areas.

14-07-25 level3

14-07-25 level1

14-07-25 level1
Adjusted the barbed wire pits again

14-07-25 level1

 July 25, 2014  Posted by at 3:57 pm Minotaur 3 Responses »
Jun 262014
 

So as I’ve been moving out of the testing phase and into finalized art for Minotaur, I decided to modify the pit design. Still not there, but I’m getting closer

14-06-26 floor1
14-06-26 floor2

Originally, I was thinking hanging scaffolding that you jump between but it looked kind of shitty. For one, all my environments are BPS levels (think Quake) – once the level is built, the blocks and rendered lighting can not be changed during game play. One of the drawbacks of using really old tech (almost 15 years old!). The engine also has no physics system. So long story short, if you jumped between scaffolding in other games or real life, you’d expect it to swing back and forth. Actually this would be great because you’ve have to time your jumps.

But unfortunately, that’s not going to be possible in Minotaur so I decided to change the pit rooms to old broken out floors, which actually make a lot more sense in the context of the game world – you’re in an old abandoned building, it’s going to be dangerous regardless of whether or not a psychopath is chasing you.

So yeah, it’s coming along. And don’t worry, finishing Minotaur isn’t a total waste of time. You’ll see all these updates and new features in Splatter Camp as well. That ones just going to take longer.

 June 26, 2014  Posted by at 3:46 pm Minotaur 1 Response »
Jun 262014
 

John from Retroslashers.net just posted a new article about Pitchfork Massacre. I recommend checking it out if you’d like to read his take on it: http://retroslashers.net/the-pitchfork-massacre-mystery-solved/

I did some further research and there was definitely no death scene shot for the couple in the basement as I previously speculated. The artwork in the Pitchfork Massacre ad is not from The Prowler. But I still think it’s still likely that a TV spot was shot to promote the film (Probably on video). Or at the very least a trailer cut together with Prowler footage. Will we ever find it? Probably not. The only chance would be: somebody happened to be taping local TV when the trailer was shown; that tape survived 30 years; and then somebody happens to view the tape, look up the movie and find one of these articles.

I’d say case closed… for now. But if you have anymore information, please don’t hesitate to contact me or RetroSlashers

 June 26, 2014  Posted by at 3:28 pm Pitchfork Massacre 1 Response »