---Project Wonderland---
http://socialneko.com/wonderland/game.php
How it began:
Wonderland began development on June 24. We originally wanted the game to be released on the DSi and 3DS. As I was creating the engine for Neko, i realized that the engine was too much for the DSi to handle. So when making the demo for the 3DS, I didn't even bother with the DSi version.
Artwork:
If me and Akise are going to release something... we want the artwork to be at LEAST decent. So we began work on sprites. Thanks to Akise, I was able to focus on the engine more as he helped out quite a lot with sprites. The sprites look great. We hope you enjoyed the work we put into them.
Development:
When creating the engine for Neko and collisions. It was a bit difficult.. not so much with the physics itself, but the collisions were a bunch of trial and errors. But as soon as i got it off the ground.. we began the level design. Originally, I wanted NiW to be a simple side scroller. When, i told Akise about this... he told me it would be better to create a level that takes advantage of the physics itself. Thus, that one hard part with the 2 platforms was born...
Development For DSi:
After the release of the demo, we had realized... many of our users at http://socialneko.com don't have 3DS'. Although DSi platformers were unheard of. I began work on a new engine. This engine was much simpler as it doesn't have physics to it. Basically besides gravity, you stop on a dime. I don't really like that idea...but its the only way to keep the DSi from losing to many frames. I also had to make an engine for all the collisions as well which is paying off so far...
Current Plans:
- Finish DSi Demo
- Make Changes to Physics (3DS)
- Make Changes to Collision Detection (3DS)
Stay tuned...