New Project: Platform Legends
It has occurred to me that I am just not ready to take on the project of Ninju Book without the programming experience needed to do the things I want so I’ve decided to create a ‘lighter’ project in Nengi called Platform Legends and in creating it, I hope to become intermediate in programming while also having fun and not being scared of bugs & imperfections
The game will be designed to be a 2D fast paced action platform side-scroller and here is the blueprint of what I plan to implement
Dynamic Character Creation & Loading Selectable characters will differ from each other and enhanced through a system of skills, status effects, stat buffers visuals
Teams & Balancing Each instance will have two teams: Red & Blue, Before the match starts, the system will balance teams. During intermission, the system will re-balance any players that have left the game
Death-match mode Each round is a total of 3 minutes. Within this time, your team must destroy the other team. If the player dies, he is not revived and becomes a spectator
Golem mode Each team’s objective is to climb to the top of the map and kill the Gold Golem. The player that kills the Gold Golem becomes the Gold Sword. The Gold Sword player must go to the other team’s side and slay their Golem to defeat the other team. If players attack the Golem without being a Gold Sword player, their attack will be ineffective and thus, they must protect their team’s Gold Sword player. If the Gold Sword player is killed, the Gold Golem is respawned.
I have started programming and have added animations, lame gravity, a character class and loader! It allows me to add in new characters easily and assign them to any connected player entity.
In this preview, you see 2 playable characters: Ellora & Deagle There will be at least 20 characters to choose from in the future
In the next update, I hope to have working attacks, special attacks, and blocking. I believe I am to create “hitboxes” which are invisible rectangles that are enabled for a limited amount of time (as long as the animation is?) and then check if any player collides with them.



















