Project Momentum (Working Title) | Announcement Log!


Five people sat down and decided to make a game. Each of them with about ten or so years of theorizing, crafting, and working in the mindset of a gamedev, engineer, musician, and artist. This is their (our) story so far.

Project Momentum is a game about grappling with things outside of your control, and wrestling with what you can within your control. It has a tight, feature-full gameplay loop that challenges you to test out precise controls with your enemies and figure out solutions to combat, movement, and puzzles. Above all else, it is a story about fighting to get past some of your worst traits, both through story and gameplay.

Ashelia Maxwell is a thief, and a damn good one, like her father before her. The two of them live in the “Last City in the Universe,” where the remaining pieces of humanity now reside on a planet far from home. Bound from atop by a protective barrier around the planet, they reside in a small district outside the domain of security and surveillance of the government. Their overlords are neither lovers of peace nor mercy. Some years ago what remained of those ideas were ripped out during a coup. Research of the planet stopped, and all focus turned to the surveillance of its own people. Slowly, poverty rose, and the people began to fight over what was remaining.

Ashelia is a dear character to us, and this is how we’ve envisioned her:

These concepts were worked on by Leyrune, whose previous work before joining the dev team full time can be seen here: https://leyrune.com/.

We designed her on the idea of being practical with weapons and movement. Her speed and precision is what she strikes with. This is the Momentum in the title of the game. From this basic idea-fast, explosive movement-all other principles are derived. Her design of her outfit, her movesets, her defensive options. Even the strength and options of her opponents are derived from Momentum.

This Momentum is carried into production by our own, in-house engine. Dubbed Meson Engine, it is lightweight, simple, and provides us all of what we need with minimal overhead. Written with Raylib as the core GPU integration library we have written on top of it entirely in C. This is for maximum portability regardless of where we end up on various stores and game libraries. While we are keeping the source code repository private for now, we will eventually open source the engine for all to see:

The engine itself is currently in a state of programmer art + simple architecture while we wait for tile maps and sprites from Leyrune. We use tmx to parse the .tmx files of the tilemaps but not to render it. For that we use our own custom map data structure with a much more streamlined path to render it on screen. Movement is simple but crisp, and the simple state machine we have in place will let us expand on those movement options well now that we have collisions and other structural pieces in place.

To close things off, no game is complete without music, for that reason, I’d like us to close with our first song for the game. Written by the prolific Elezeid (whose work you can view here: https://elezeid.com/ We worked hard to make this song a jaw dropper for the opening stages of the game.

With that, let us know what you think, follow us here or on socials below.

Best, Bryan, aka AmbidextrousMoose

Leyrune - Artist

https://www.instagram.com/leyrune/

https://twitter.com/Leyrune

https://www.reddit.com/user/Leyrune

Elezeid - Musician

https://www.youtube.com/@Elezeid

https://twitter.com/elezeid

AmbidextrousMoose | Project Momentum Main Twitter

https://twitter.com/AmbiMoose

Comments

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looking forward to checking this out 👀 

Very excited to be working on this!