Last Update: 6/13/07

VoiD.net

- What is it?

VoiD.net is a 2D platformer that tries to take advantage of current technology for revisiting and expanding the platformer genre. It's being developed with Blitzmax.

- What is it... not?

  • It's not retro or a remake. No "classic" control or feel.
  • It's not all about jumping down on enemies and collecting coins or rings. No random items floating around. It tries to make the player feel inside a (somewhat) coherent world.
  • The objective of the game is not get to the end of the level to find out the princess is in another castle. As the story develops, the player will have to adapt to each plot-driven situation.
  • There's no destined all-good hero trying to save the world. You control a group of characters that have their personalities, lives, and motivations.

Note: I love oldies like Mario Bros and Sonic! - It's not that they're not great games, but this game isn't aiming at that!

- Features?

At this point you'll have figured out VoiD.net has a big adventure component, and this heavily influences the gameplay. It has some RPG aspects (character levelling, skills / "magic") and even tactical wargame or fighting games ones.
Let's say I try to mix what I liked most of each (2D) genre into a platformer. This is the result:

  • High-res 32bit, hardware accelerated graphics (supporting OpenGL & DirectX currently; probly DX support will be discontinued).
  • VoiD Engine scripting language for developing customizable campaigns.
  • Deep immersion in the sci-fi world of Void through ingame narrative, playable cutscenes, "alive" game maps and npcs...
  • Up to 5 selectable characters at the same time in the player party.
  • Fast paced control system, designed for heavy action scenes.
  • Vehicles, some controlable by the player.
  • Levelling system for characters. Character classes & subclasses, skills (including some kind of magic), buyable equipment, award system a la Tactics Ogre...
  • Fluid character animation, thanks to VoiD Engine 2D Skeletal Animation System.
  • Ambient, weather and cinematic effects (graphic effects via shaders, when available).
  • Lots of developer love :)

- Personal note

I've been into development (on my own) for more than 2 years, and I know I still have long ways to go. The game has evolved a lot since its first form and has become somewhat complex.
This may sound crazy for just one dev, but I have my reasons. It's a very personal project, because I see it as my "ultimate freeware game" before starting to think more... commercial.

If you have any comment, ... well, just leave it, or mail me or whatever you want!

Void does not forgive.
Platform(s):      
Publisher: None/Unknown

Void news

VoiD.net profile up!

11th Feb 2007
I just created my game's profile. I include a pair of videos:
Latest video, including a small show of some of Hit's basic moves, time distortion, zoom and so.
















Tricycle's old video. A multipurpose desert vehicle, implementing homemade physics. I have to adjust a lot of constants, but I'm currently reserving vehicles for later.