This is a little physics game that I presented at Breakpoint 2007 at Easter. It’s a 96KB executable for Windows.
I had originally designed it for PLAYSTATION®3 and had no intentions to enter at it a demo party, but some friends of mine convinced me to reduce the size from >3.5MB to the required 96KB. Needless to say some features had to go. The nice 2kx2k texture for the font: gone. The detailed texture for the curtains: vanished. The multiple layers of backgrounds larger than the screen: history. Ah well.
So it features:
- My own physics engine based on the Verlet integrator.
- Characters have no predefined animation, you move the head and the movements of the body are procedurally generated accordingly.
- The characters have a skeleton made off springs. Hard springs link make up the bones, soft springs link parts like the hands to the feet.
- Collisions generate slow-motion and motion-blur, matrix-style. Cheesy, but I like it (:
- Cloth animation for the curtain.
- Weapons: Whip, chains, stick, nunchucks, sword (buggy, looks like a screwdriver).
- Cell-shading, reflections, shadows, pows – all fake.
- A.I. Easy to hard, where hard is *hard*. Kicks your ass.
- Big boss. Literally. It’s twice your size.
- Story mode.
- You start off as a regular Jo and you gotta save the girl.
- As you progress through the levels, you get more enemies at once and they get tougher.
- Then you fight ninjas, and when you beat them, you become a ninja!
- Then comes the big boss.
- There’s also a custom mode where you choose the number of human players, CPUs, bosses, weapons, etc…
- Poor sound effects, music *
- Keyboard or analog stick controls.
- Network support, up to 32 players *
- Menu, mapped on the faces of a cube. It’s simple, but effective, I would do it again.
- More that I forget, I spent months on it.
Features marked with the * had to be removed from the build to fit in the 96KB version.
Get it from pouet.net. (There’s a better video of it there too).
Updated: I posted the big version here.
See the video after the jump.