AMPS is available for DirectX 11-enabled Windows PC on itch.io here.
AMPS began taking shape in early 2015 as a third year group project at Abertay University. The course required students to develop prototypes - almost always game prototypes - as part of a team of students according to a brief sent to the university by an external organisation (e.g. a games company like Team 17, or a body like the NHS) or a brief created by the team themselves, which is what we did. In September we formed our own team and set out to create an exploration-driven, art-heavy 2D action game, choosing Sony's PhyreEngine as our engine because it looked like we'd learn more by attempting to make something with it than if we used a much more accessible, fully-featured engine like Unity. (And it might help us to grab the attention of people at Sony, which isn't a bad thing to hope for.) We made some inroads into bending PhyreEngine to our will in January when unfortunately we lost both of our artists as an exciting opportunity to do an internship (of sorts) abroad came up. We decided to change our goals, that is, change our game. Having a musician/sound engineer and 4 programmers, we decided to make a music-driven platformer.
There's much more to talk about on this page, but I'll finish it later.
AMPS began taking shape in early 2015 as a third year group project at Abertay University. The course required students to develop prototypes - almost always game prototypes - as part of a team of students according to a brief sent to the university by an external organisation (e.g. a games company like Team 17, or a body like the NHS) or a brief created by the team themselves, which is what we did. In September we formed our own team and set out to create an exploration-driven, art-heavy 2D action game, choosing Sony's PhyreEngine as our engine because it looked like we'd learn more by attempting to make something with it than if we used a much more accessible, fully-featured engine like Unity. (And it might help us to grab the attention of people at Sony, which isn't a bad thing to hope for.) We made some inroads into bending PhyreEngine to our will in January when unfortunately we lost both of our artists as an exciting opportunity to do an internship (of sorts) abroad came up. We decided to change our goals, that is, change our game. Having a musician/sound engineer and 4 programmers, we decided to make a music-driven platformer.
There's much more to talk about on this page, but I'll finish it later.