Tuesday, February 16, 2016

Submitted!

Keep checking Massassi's front page - I'm sure it'll be up in a day or so :)

Wednesday, February 03, 2016

Beta testing Underway!

That's right. Testing of 'Magrucko Daines and the Vertical City' is underway. This thing will be released in a week! FINALLY.

So there's three levels in the episode - the main level, an action packed mini level and a secret level! The secret level is accessed by a code generator after the credits. The code is revealed by finding secret areas - two in the first level and one in the second.

Unfortunately the epic snow level I ws making (the castle, the crashed star destroyer and the snowy cliffs) had to be scrapped because my ambitions were just too epic. I couldn't justify the amount of time it would take me to finish. However I will release everything I've done that I'm proud of in one way or another - even if it's just as a project file for other people to use.

So yeah, almost done folks. Huge thank you to everyone that's helped over the last few years. I miss having lots of free time - trying to edit jk (which is mostly just trail and error to get things working) holding down a full time job and social commitments is quite a task!

Wednesday, December 16, 2015

Progress Report

Added all the voices into the prologue and the first level. Just got level 2 to go.

With Magrucko Daines and the ??? (that's right - there's a new name change) you'll get two separate campaigns - the story episode and also "trainer missions" which are rooms with puzzles (think portal but a little more crate heavy!).

There's also of course the secret level which I'm putting voices into - so all in all you get a lot.

Unfortunately I simply do not have time to finish the planned third level but I may release what I've done so far on the hub so people can take bits from them and maybe put them to use. Still, you get about two hours of gameplay with Magrucko 3 including all levels so I don't think people will care too much!!

Thursday, December 11, 2014

Red Alert!

Spent last night and all of today making cinematics for the second level. This thing is very cutscene heavy so sorry for those who just want to run around shooting things - that's going to be the finale.

The level itself takes place on that freighter you see on level one of Jedi Knight (freighter.3do). I made a scene where you see it from where you do in the original game, and then go onto the bridge. Huge pain in the bum because it's at an angle but... what can I say, I'm a perfectionist.

I wanted the first two levels to be a romp through Nar Shaddaa/spaceship under attack and I think I've done a good job.

Just a few more cutscenes to go ... urrgh!

Wednesday, September 10, 2014

Level 2 (almost) Complete

Seem to have been working on level 2 forever. I had secret areas in it, but I've deleted them all. WHY?! WHY WOULD I DO THAT?! - because when you're on a ship that you're racing to save, it kinda ruins the atmosphere to have people trying to find secret areas doesn't it?

Hard decision, but sometimes deleting is the way to go.

Anyhow - the glorified cutscene that is level 2 is nearly done. Temple building, my favourite bit, is around the corner.

And there will be zombie stormtroopers :D

Tuesday, November 19, 2013

Slow progress is still progress

I'm editing whenever I find time. This projects is no means dead, don't worry :)

Thursday, July 11, 2013

Red Alert!

I always said if I found time I'd edit again ... and I found some time!

Level 2 was originally going to be a snowy level, which I started making (and may use bits of in cutscenes etc...) but I wasn't happy with it at all. So now I'm making a 'freighter under attack' level which (dare I say so) is turning out to be one of my best ever levels!

It'll be a bit on the short side, but level 1 already takes at least half an hour to complete if you want to find all the secret areas, so I guess it doesn't matter. Boom!

Sunday, January 27, 2013

Release Date Announced - The 4th Is With Magrucko

I think May the 4th is the obvious choice!

Without a deadline I'm messing around too much when I'm making this. I'm trying to adapt a "keep what you originally make" policy instead of spending a week remaking the same room.

So there's something for your ol' calender.

Sunday, January 13, 2013

Prologue and Level One Complete!

...bar one short cutscene and voices.

I've sent my faithful three beta testers the prologue/level one, and now I'm getting to work on planning level two. Progress has been slow because some of the cut scenes were stupidly complicated.

This thing is going to be epic at this rate.

Wednesday, December 19, 2012

The Admiral's Curse

Finally have a name for this thing.

The main antagonist in this episode is an Admiral who used to be Jerec's right hand man, but as the Dark Jedi were recruited he found his role was demoted. Therefore he wants to find (and use) a mythical artefact to give himself power, so he can be useful to Jerec once more.

I'm in the process of deleting sections of my two Nar Shaddaa levels that I really don't like, to make one 'solid' level. I'm implemented many voices that I requested and the results are great.

Thursday, November 08, 2012

New Screenshots / Voices

First off; some new screenshots. Features a Nar Shaddaa nightclub. Make of it what you will! (I'm looking at YOU Edward to provide music for it).

To all those who've kindly offered to supply voices, I need your email addresses! So post them on the project forum please :) I'm going to contact everyone over the weekend.

My plan is to give everyone unique lines for 'bonus' scenes (conversations you hear between characters etc...) and then from who submits the best quality lines I can decide who to give big roles to. Sound fair?

All the best

Sunday, October 21, 2012

Not Dead

This project isn't dead.

However, I have no free time to work on it at the moment so it's on the back burner. I've put a lot of effort into it already, so it'll definitely see a release at some point. But when? Who knows.

So stay tuned. I still need many voices, and will contact everyone who's posted on the project forum offering help in due course.

Magrruccckooooooo

Wednesday, July 25, 2012

Voices!

I need voices. Post on my project message board if you're interested :)

Thursday, May 31, 2012

Taking A Breather

I watched Edward play through the first level, and it took him an hour (although he did have to find and solve the secret area puzzles!) so it's certainly not on the short side.

New ideas and a story ending will hopefully come to me as I enjoy the sun we're having at the moment, which is very rare here. I'm also waiting for beta reports, which is another reason to stop encase people suggest things or give me ideas. Which I hope they do...

Right now I'm glad to leave ZED closed for a week.

Wednesday, May 23, 2012

Level One Is Complete!

Only three more (subject to change) left to go. Any people wishing to beta test please post on my message board :)

I'm pretty sure I'm about four surfaces under the surface limit. 829 things, 200+ cogs... it's a bit of a monster!

Thursday, May 17, 2012

Progress Update

Hello there!

Level One is nearly complete. I've completely changed the story (hence there now being a ? instead of 'Sea of Gold') and am playing around with new ideas.

I won't ask for voice actors until mid-June, and so I have some time to change things. I've had to split the first level into two sections, as I reached a surface limit (it's 32,000 surfaces or something like that) and so now I'm coming up with new puzzle ideas.

The first level was meant to be easy and an action packed introduction. The second level was going to be more stealthy and slower, and then the third was going to be INSANE with mythical creatures and boss fights galore.

However, as I've had to split the first level up into two sections I'm now faced with a bit of a problem; how do I make the second level stand out? It's still in Nar Shaddaa. I may just make it heavily puzzle based.

Another note is that secret areas play a -BIG- part in this Episode. If you find all the secret areas in a level then you get a key, and then in the final level you can use all the keys together to unlock a bonus. Also, each secret area will have a puzzle. Sound appealing?