Tuesday, September 17, 2013

The Origin of Mephisto

Back when I was still in school, Kyle and I started working on a game. It was a simple idea at first, a typical metroidvania, but it didn't stay simple for long because of feature creep our awesome ideas. After two years of off and on work we ended up with a pretty nifty game engine prototype. Its features included procedurally generated dungeons, UDP-based online networking (for co-op play), animated 3D backgrounds, and a sweet custom lighting engine. For various reasons, we stopped working on it and the game we planned on making fell to the wayside. We kept meaning to come back to it, but didn't really have the time to make it happen.

a screenshot of our original engine 

Now, years later, it's finally time to finish what we started.

Although we spent a good amount of time on our original engine, it was a huge learning experience for both of us. We were both relatively new to game development and the code really showed it. As a result, we decided to scrap the original engine (mephisto.v1) and we're rewriting everything from scratch. Luckily, we're both much more experienced than we were before, and we've got some new, fresh ideas.


planned features
Cooperative, fast-paced online play
Procedurally generated levels
Roguelike Elements

s/codename\.mephisto/Actual Game Name/g

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