It was the year 2000. I regularly hung out with my best friend, Mike. His older brother, Bobby, was always in the office using the computer. He was playing StarCraft. I was really captivated by it. Bobby commanded massive armies and used them to destroy enemies from an isometric point of view.
Bobby never left the computer long enough for me to give it a try, but Mike said they have it for the N64. We stayed up until 7 in the morning the next day playing it. It was terrible. An RTS on a console was an abomination. A mouse and keyboard was a necessity. But I was 10 years old and I didn't care and we couldn't stop playing.
I eventually got the game for my own computer. It was the fist online game I ever played. Battle.net was a super highway to another dimension. I could play with anyone—from the east coast to the west coast, Europe to Asia. It was easier to find people with similar interests than on the Web.
You could essentially create your own game using StarCraft assets. It taught me logic and how to code.
The game was fun. But the thing that became my favorite was its campaign editor. You could essentially create your own game using StarCraft assets. It taught me logic and how to code. You would create conditional statements, and if conditions were met, then something would happen as a result.
When you played other peoples' games, you first downloaded them and they would go in a specific folder that you could open in the campaign editor. Sometimes people used mods that would lock you out and prevent you from reading their logic, but most of the time you could learn from them and see how the games worked.
I read a lot of other peoples conditional statements, copied them and saw how they functioned. I learned a lot about triggers, making things happened at certain times, or causing something to happen when someone brings something to a specific place.
I give a lot of credit to StarCraft for my love to code and build things for the Web.
The 2000s and early 2010s were a weird time for the classic FPS. With military shooters starting to take over with the boom of WWII games that would eventually become the modern military FPS, alongside the regenerating health and limited load outs of Halo, the torch for the classic run and gun monster massacre was limited to just two franchises, before later attempts started to compromise with ideas from the aforementioned Halo and Call of Duty. The most famous of the two was definitely Serious Sam, which has entered a sort of creative renaissance with the boomer shooter revival. The other series, however, might have an even bigger footprint of impact, one most people may not even be aware of.
That series was Painkiller, starting with a 2004 PC game by People Can Fly. You may remember the studio more as the co-developers of Gears of War, Bulletstorm, and a little cult title you may not have heard of called Fortnite. Painkiller was their start, and the beginning of a massive domino effect that would shape the landscape of the FPS genre for decades to come. This is due mainly to former studio staff leaving to form their own studios, creating a surge of games that bare the DNA of this one game. This even includes project lead Adrian Chmielarz, who went on to create The Astronauts, the studio behind The Vanishing of Ethan Carter, and share hot takes. If you’ve played, say, the Shadow Warrior reboot series from Flying Wild Hog, congrats, you have experienced work of Painkiller devs, and there’s so many other examples.
hey hi hello its been a tad bit I think?? (happy new years btw although a bit late lol)
well im here to talk more about some progress with this update and what I plan on doing with this game so on forth I guess. I'll try formatting this better as I have added lots of stuff since the original version of the game!
Additions
Customization menu (Different icons and you can set your username!)
Blocks menu in the editor
Better Level sharing
Block Rotation (no longer needing to select different types of spikes)
Level Settings (Set Name and Difficulty)
Level Saving (still being worked on...)
anyways that's all I have added (and maybe some other stuff I forgot), though I did fix many things as well such as better collision and overall optimization. anyways (again) something I have considered for a while recently is making this game a commercial game and releasing it on the google play store for mobile users, still unsure about what to do with pc players at the moment but I might consider leaving the original game jam version up as a demo or something, idk that's for me to find out about later I guess. but yep that's all the news I have for now and hopefully I can get this game out this month or something. anyways that's all I have for now so cya!!!
here's what i've been making for the past days, a Create Your Own Pizza solo crossover project that takes place in the exotic tropical island called, Oasis Isle.
hidden under the tropical aesthetic of the island however are four multiversal gates, each are from four different "obscure" video game universes. while they look harmless, if you keep them standing long enough, its worlds' influence and logic will corrupt the Pizza Tower universe.
its up to Peppino, Gustavo, Brick and The Noise to enter these gates, destroy its Pillar Johns and to get the fuck outta there in order to stop the multiverse from corrupting the anxious italian's home world and turning it into a big ol' mess of a universe.
estimate release date? when its fully finished of course. im currently focusing on the hub world.
You can play it in your browser here. You can get a fan-made sequel here - it's also compatible with levels made for the original, including the many sets on the 'Level Sets' and 'Charity Levels' pages here.
I've done the legwork for you and followed links to find all these extant, still-working sites with levels:
kye.me.uk (noted above - tons of levels)
Colin Phipps' page (Waybacked, as MalwareBytes says the current version of the site is compromised)
Kye: The Un-Official Homepage (one of multiple Geocities backups - the Wayback backup is missing some or all of the level files)
Tip: if a .kye file opens as a text file in the Wayback Machine, right click and save the frame, not the page. You may need to mofidy the file extension from .kye.txt to .kye.
It is requested that you make a donation to charity if you download the Charity Levels, which were originally only sent to people who sent proof that they'd donated to the Save the Children fund.
After playing Warframe again after a really long time away, it made me realize something: Warframe (and many other MMOs and games in general) would benefit so much from having some sort of level editor or way to create custom content.
A lot of Warframe's problems with endgame, times of content drought, and the sheer sense of repetition could be easily solved by letting players simply create the experiences they want to see in the game. Like, you want it? You have the tools!! Go out and make it, it'll be great. Not only that but it's just such an awesome thing when a game of any kind has support for community content.
Warframe in particular would benefit a ton from level editing/sharing because creators would be able to create a great variety of experiences from huge complicated parkour courses to massive clusterfucks of high level enemies that really put elite players' gear to the test, to more casual experiences akin to Quests or even entire campaigns, and everything that melds it all inbetween. The possibilities are just about limitless given Warframe's unique movement system and weapons and upgrade systems. You could even make it compatible with Kahl mode so that Kahl gameplay sees some love and you don't have to rerun the same exact missions over and over and over again to get it.
I wholeheartedly believe that this would do so much for the game, and with how much DE has been willing to experiment with Warframe these days it really seems like it could happen. Custom content and levels would completely shake up how people interact with Warframe and create a pretty much infinite engine for unique missions and experiences to play. True endgame is what you make of it (literally.)
woah new game out now!!! in such a short time as well!!! (it was a game jam game thats why)
CHECK IT OUT HERE!!!
Itch.io
Newgrounds
Report bugs here as well (my really deceased discord server)
also one last note sorry for not posting devlogs recently i kinda just forgot (whoops) but hopefully this makes up for it because this game is pretty cool in my opinion (it has a level editor therefore its the game ever) [OH AND ABOUT THE LEVEL EDITOR, it is really confusing to understand so i might work on a tutorial video on how to use it cuz i was intending it on only being used for me cuz dev reasons so if you want to see that let me know!!]