Well apparently it’s a word that doesn’t mean anything, my designer/artist Thomas made it up, or if it was his friend who told him that our hero looked like a “Schnakenmupfel”, the exact spelling might differ. Either way the name was shorten down to just Schnacken for short, and that’s what I am using everywhere where I need to mention it.
It’s essentially a old school arcade game, with some differences and similarities to existing games. Having work during the days sometimes makes working weekends and nights hard, but I do my best, progress is slow but there is still progress.
Shnacken is using Ogre3D, Fmod, Box2D and TinyXML, it’s all written in C++ and is very data driven trough XML files. One of the later goals is to try to put together a Level Editor, cut scene creator and some specific game viewers. Button will be added to reload resources within the game, so a updated particle script for instance can be reloaded without having to restart the game.
Box2D game me some issues in the beging, trying to figure out how to have instant platformer movement (non physical driven with forces) while still keeping the feedback from collisions in the physics engine. I am currently manually setting the linear force to 1 or 0 in the different directions based on if the character is moving or not, or rather I will, because forgot to expose the actual movement flag so it will be changed the right way. That’s essentially it for now. I’ll keep you posted with any changes or news.