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News

30 September 2004

I have designed the site with a simple layout. Right now, it only needs one page, but it will expand later into a larger site.

I commited some major work on the network code two days ago. The ETA on the networking code completion is probably next weekend. Feel free to contribute models/levels/code/artwork/ideas. These are always welcome.

Here is a render of Battery Man that I have kept for a bit.

21 September 2004

Welcome to MultiSmash!

Currently, all you can do is run around and jump from platform to platform as Battery Man in a test level. You can see the (admittedly horrible) animation using Cal3d when you run around.

Work on the server and network code will begin soon. Feel free to contribute level files, characters and artwork.

About

MultiSmash is a crossplatform multiplayer fighting game licensed under the GNU General Public License (GPL). It has several modes of gameplay. Death is recorded when a player is knocked off or falls off the level and cannot get back. Until then, when a player is injured, the distance the player is thrown after each blow received is increased. Players will use items, which will help them in different ways (by injuring other players, replenishing health, providing weapons, etc). The levels will have interactive features such as moving platforms and hazards.

Player motion is constrained to left/right movement while jumping, running or rolling. Players will all have similar basic attacks (with a possible slight variation). They will have a move where the opponent is grabbed hold of and thrown in either direction. They will also have several punch moves that inflict anywhere from a small to moderate amount of damage depending on the strength of attack. The stronger the attack, the longer the recovery time will be, leaving the attacker vulnerable to blows from any opponent for a period of time. In addition to these basic moves, all characters will have unique special moves. All characters will have different attributes such as speed, agility (quickness of changing direction), jumping ability (height and acceleration) and strength. The attributes and special moves will be balanced to ensure fair and exciting gameplay and to allow any character to be used effectively if their attributes are taken advantage of.

Goals of the MultiSmash project:

Though the game is inspired by Super Smash Bros. by Nintendo® and loosely based on it, it will incorporate many new and original ideas to create a new brand of gameplay.


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Source

Source at this time is available only through anonymous CVS.

Binary

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Copyright (C) 2004 Seth Yastrov.

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