JBMCVI Prototype Continues 2016-03-10 Development of the MIDI to CV/GATE interface continues. We are currently working on making a pretty front panel as well as finishing up on the firmware side. Read More Prototype Development 2015-01-22 Development of the MIDI to CV/GATE module has been continued. Final touches on the soldering side is going on and a prototype front panel has been developed and ordered. Stay tuned for more information and prototype photos and examples. Read More Prototype Boards 2014-05-20 Just received some prototype boards for an updated version of the C64 disk drive emulator unit. Components are on the way as well. Another purpose of the prototype boards was to check out a new manufacturer, and the quality was found to be very good, especially considering the price. The JBMCVI module may therefore see its first small batch run. Read More Graphical Profile 2014-03-15 Have been working a bit on the new graphical profile. Hope you like it. Read More Module Graphics 2013-07-10 The main images for the modules has been changed to an ISO view standard. Read More Pre Order System 2013-07-07 A pre order system has been designed to deal with allocation of interest for module manufacture. Stay tuned for the release date! Read More Entryline Modules 2013-07-03 Some of the Baseline modules has been converted to the new Entryline module range. Some modules were found to be too simplistic for the Baseline range. The prices has also been adjusted, and the idea is that all Entryline modules should be available as DIY kits as well. Read More General Work 2013-07-02 The way products are listed and displayed has been radically changed and should now be very consistent through the complete website. Read More Modules Update 2013-02-17 An update has been performed displaying all current module developments up to date. Read More BreadStrip 2013-09-12 A new product has been starting to take shape, called BreadStrip. Check it out now! It will be released as a Beta version (Pre-Lite) arount 30th of December this year. Stay tuned for updates! Read More
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Activated Core
Activated Core is a game which intends to mix several game genres, including platforming, action, puzzle and more. The first version was a tile based platformer only, which then expanded beyond the tiles with large bitmapped maps.
This allowed for fast rendering which was needed back then. The game was originally programmed in Visual Basic, using the extraordinary powers of DirectDraw 4 in the DirectX library (chuckles). This was year 2004.
By the means of switching permanently to Linux, the development of this version stopped, until May 20:th 2010.
The game is now beging completely rewritten in C++ using OpenGL and GLUT.
Basic Story
Our character (nameless at the moment) was given a mission to explore a distant planet. On her way back to earth, she discovered at a distance that the earch atmosphere now have a purple hue. As she is getting closer and closer she picks up a transmission from the headquarters. The distress call mentioning something about foreign lifeforms converting earth into a machine, before it vanishes. When entering through the atmosphere, the ship breaks down and crashes. Altough she survives, she is weak and most of the equipment was destroyed in the crash. What is she going to do, to save mankind?
Current Version (Section updated: May 21, 2010)
Graphics system is running. A basic menu system works well, but some of the external functions used will be closed up in the cls_Menu class. The game now uses 32 bit TGA graphics, RLE compression and alpha channels, used for transparency. Game resolution is fixed to 320 x 240 pixels, but the user can specify a window of several choices, or use these choices for the fullscreen setting. Very soon the configuration file system will be written. The question is if I should write it as a complete binary file, or use a textbased configuration...
Mixed Gameplay
Platforming |
Standard platforming elements. Get from point A to point B to proceed to next level. |
Action |
Blast your way through the levels, either if it's platforming, shooter etc. Intense action is something I want to achieve to give contrast to the other elements. This style of gameplay will probably be mainly boss-fights, where the rest of the game is more atmospherical. |
Puzzle |
My idea for this is mainly hacking sequences. Either if it is cracking a code, password, or hacking terminals to open doors. I have many ideas to this element! |
Planned Features
Multiplayer Gamestyles:
- Free For All Deathmatch
- Team Deathmatch
- Duel
- King of the Hill
- Capture the Flag
- Custom Maps With an Integrated Map Editor
Configuration and History:
- Personal Configurations
- Saved Hiscores
Music and Sound (yet not decided on path to take):
- MP3 Soundtrack (listen below)
- Chiptune Modules (preferred, but a learning curve for making them)
Graphics:
- Field of View to Increse Dark Mood
Download
Please note that all download are VERY alpha versions.
Download the Manual
Download the Source Code with Game Content (including compiled binary for Linux)
Activated Core Soundtrack
Development Screenshots
Click on the screenshots to see the full size.
Graphics for Items
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