Hey guys, thanks! Yes who knew the little SFML prototype I made 3 years ago would develop into this
The game is about 70k lines of C++ and uses SFML, Box2D, and Boost. I have some Python scripts for the tools, and have also built a sprite editor using Qt. It will be released on Windows first, through Steam and directly. But then I hope to release on OSX and Linux -- I have an OSX build from a year ago so I know it's not too tricky to get it all working properly.
I use SFML for all the windowing, graphics, sound, etc. All the sprite drawing is mostly just sf::Sprite, with the occasional texture mapped quad or shape. All of it is composited together with a few shaders, and there is minimal custom opengl in there. If you have any specific q's I can answer them.
The game will be about $10-15 when released. It's better for me if you can pre-order it by backing the Kickstarter though.
Yep I mainly work alone, but have contracted out the music. I've done 99% of the art in the game, and I suppose that's a big factor in why the game has taken 3 years, as I've been learning the style as I go.
Development steps? This is quite an involved question, but I hope to write an article soon which covers the last 3 years of development. So stay tuned!
Oh and lastly, if you can bother to wade through my
Devlog, I have lots of information in there about the engine and how I built certain parts.