Now that E3 is over, I can finally talk about my game. It’s called Hit & Myth, and it’s the brainchild of two talented people I’m working with.

The first is Ryan Clark, who created the basic engine for the game and also came up with a technique that allows us to get some realistic-looking lighting very cheaply. It allows us to get content in the game quickly, and you can read all about the technique at his webpage, Zarria.net.

The second is Wynne McLaughlin, the lead designer, who has been writing for games and TV for years. He got this job by creating a couple of very good Neverwinter Nights modules. Wynne is adding a really funny, sarcastic sense to the game, as evidenced by this screenshot.

Me? I’m the secondary coder (and we also have one more coder/designer named John Sripan). We also have a bunch of great artists on the project (as the screenshots should attest).

The game uses Robotron/Smash TV mechanics – the left pad moves your character and the right buttons control the fire direction. There’s tons of weapon pickups that make you more powerful, and you can cast spells (we have a nice spellcasting mechanic that allows you to cast spells very quickly once you get used to it). Basically, you run through the levels, shooting everything that moves, until you get to the boss, which says something snarky and then tries to eat you. So you kill the boss, too.

Now, I’m fully aware that I’m not working on a Game of the Year here. I’m also aware that the platform the game is for is new and shaky and has a lot of competition. But in the end, the game is going to be a whole lot of cheap, blasty fun and I hope that the people who do buy it get a kick out of it (and oddly enough, Ryan recently said almost exactly the same thing to me).