Every article tag can be clicked to get a list of all articles in that category. Every article tag also has an RSS feed! You can customize an RSS feed too!
We do often include affiliate links to earn us some pennies. See more here.
Update 2015-06-13: The original article was confusing regarding what the video was meant to represent, and I've updated the text a bit to rectify this. See the comments from the developer below the article.

Side Scroll Studios have released a video to show off their engine, 2DEvolved, with some preliminary in-game footage from their upcoming metroidvania Corpses 'N Souls.

YouTube Thumbnail
YouTube videos require cookies, you must accept their cookies to view. View cookie preferences.
Accept Cookies & Show   Direct Link

Note that the video is of an early build made to show off what the engine is capable of, and is not meant to represent the final visual direction.

Their in-house engine has been built to be cross-platform and has some very interesting features. One of them is a free form camera system that is meant to be less restrictive than those of most 2D platformers. The most interesting feature though, is that every item and enemy in the game is implemented as persistent objects. This is to enable a system of harvesting corpses and souls (hence the name) and picking up items to use or craft into new objects, like in the action RPGs that have inspired parts of the gameplay.

Visually the game reminds me a bit of Symphony of the Night, and the game will include several of the elements that are a staple of the metroidvania genre. That includes a large multi layered world where you have to revisit areas to open up new paths as you progress in the game. There will also be several playable classes to choose from and tons of loot, spells and a stealth system.

No release date has been announced yet, but if you're curious to learn more about this metroidvania/ARPG hybrid, there's a ton of info about the game on the official website. Article taken from GamingOnLinux.com.
0 Likes
About the author -
author picture
A big fan of platformers, puzzle games, point-and-click adventures and niche indie games.

I run the Hidden Linux Gems group on Steam, where we highlight good indie games for Linux that we feel deserve more attention.
See more from me
The comments on this article are closed.
15 comments
Page: «2/2
  Go to:

M@GOid Jun 13, 2015
Hi Valcan, thanks for your reply. What is the hardware target you have in mind? Is a beef desktop or something like a laptop with integrated graphics?
valcan_s Jun 13, 2015
Quoting: MGOidHi Valcan, thanks for your reply. What is the hardware target you have in mind? Is a beef desktop or something like a laptop with integrated graphics?

Hey M@GOid, both. I am targeting a wide amount of configs from the top rigs to as much as I can below with my engines scalability. I am aware that a lot of indie games have a big scene on the laptops so I will not ignore this group and have a scale for them. The engine is coded for multi core CPUs and as many GPUs as you have, and plan to make the graphics very scalable(early on I have taken steps since I have the game running on 5760x1080 which take a lot of work and your forced to scale your engine).

My self I am a power PC desktop guy who loves mutli screen gaming and all the new tech so I will have a Ultra mode and continue to push the tech in my game and that is what you see in the video. The most expensive stuff are my dynamic interactive particle system and second the lighting. The mega particle system uses both the CPU and GPU together I have a second particle system(if you turn that one off) that is only GPU and very efficient but you lose the interactive(the collisions) but keeps the physics. Same with the lights I will have a smart LOD/culling system that will scale back the lighting if need be or you can turn them off but only keep some of the main global illuminating ones to still keep the cool look.

Currently on my comp on Ultra @ 1080p @ 60FPS what is in the video :

[ note - this is pre alpha code un optimised I have a lot planned on culling and other performance measures and will still do a lot of work ]

- First Gen Geforce Titan
-> Min usage is 5%
-> Max usage is 50%
-> vid mem does not go over 1.5gig

- CPU is a 6 core i7 3.2 - 3.8 turbo
-> Min 16%
-> Average is around 20%
-> Max around 33%
* note the load is spread on all the cores, my engine is multi cored *

- Sys mem is around 700 Megs to a 1 Gig

Keep in mind I can optimize a lot of stuff this is a early pre alpha build there is still a lot of improvements I know I can do, which is nice to know that I will get things faster.

If you dump the MEGA interactive dynamic particles and swap to my GPU only particles that don't react to the environment but still have physics you probably could run it on quit a low spec system, you will gain a huge boost in resources.

This will give you an idea of the requirements, this is real rough though, I would guess a 580 would run Ultra @ 1080p 60FPS right now. I will try and test laptops, AMD rigs, Geforce rigs, SLI, Cross Fire, Intel, multi screen and try and cover as much as I can.

My goal is to have as many users to play it in Ultra or High as I can and make sure I don't sacrifice the cool tech as you go down in settings.

Hope that helps but that is as much info as I can share right now.
flesk Jun 13, 2015
View PC info
  • Contributing Editor
@valcan_s: Thanks for your comments. :) I've updated the article a bit to hopefully be less misleading.
JudasIscariot Jun 13, 2015
Nice to see a new metroidvania game on the horizon. Thanks for the news, flesk and valcan_s :)
FutureSuture Jun 24, 2015
I totally missed all the comments by the developer of Corpses 'N' Souls! Thank you for those informative posts,
valcan_s! Please do stick around!
While you're here, please consider supporting GamingOnLinux on:

Reward Tiers: Patreon. Plain Donations: PayPal.

This ensures all of our main content remains totally free for everyone! Patreon supporters can also remove all adverts and sponsors! Supporting us helps bring good, fresh content. Without your continued support, we simply could not continue!

You can find even more ways to support us on this dedicated page any time. If you already are, thank you!
The comments on this article are closed.