Idk if that thing about peoples expectations into SNES homebrew is really true. There's so few projects around, there isn't really much to compare against. I don't think people would compare something to the really good commercial SNES games (truth is lots of them were shovelware and really not very good) unless you try to sell it to them (and then, that expectation would be justified)
My personal expectation / goal for SNES homebrew, from a dev perspective, is that it does something that "works well" on SNES, e.g. using the HW to make some neat effects, or otherwise pulling something of that you would have not expected to be possible on the platform or in another way just fits. Otherwise it would be pointless and you could as well choose another platform (but that's just me - I can see how opinions might differ there).
So viewed from that perspective, you're right, expectations are higher than for NES, but within reason, I think. It's not like it is rocket science and impossibly difficult to make a neat HDMA effect. Maybe another thing that stops people from even getting into SNES dev might be all the talk about how hard it is - I don't find coding for SNES as difficult to get into as people often claim it is. It's really fun, people should try it out, you get hooked really fast.
I think it should be advertised more what is so unique about the SNES and what makes coding for it so great. Everything about the system is really strange - the CPU, the graphics hardware, the sound hardware - it is a mess, in fact - but that's actually a good thing. It sets it apart from all the other platforms and makes for a fun experience for people who are otherwise sick of always doing the same stuff again and again. I really suggest to
every programmer to try and make an SNES project at least once. It is the most fun coding stuff I did in ten years or so.
However when I started out and looked stuff up (guides, tutorials, other project etc) there were some pitfalls that I could have avoided just if I had known from the start which ones were the ones I could get the most value out of.
Maybe someone should compile a "definite" newbie guide, not necessarily a full tutorial but rather a compilation of where are the "good" resources, where to begin, what options for tools you have with pros and cons, good forum threads, good inspiration / examples for how to use the HW to full effect etc. - a kind of "meta" guide would be great I think.
But you're also right in that a (complete) well written and coherent step-by-step tutorial is somehow strangely missing.
Also someone said somewhere that as people scale down the scope of their project to something that can actually get finished, they figure out that the same thing can be achieved on the NES as well and just settle for that (but that's not my opinion / experience).
tepples wrote: ↑Tue Nov 03, 2020 11:22 am
psycopathicteen wrote: ↑Tue Nov 03, 2020 9:29 am
Alisha's Adventure would've taken much less time if I had the foresight of every possible thing I wanted to add to my game.
Which is why some devs prototype on a PC and then demake the game later.
IMO, that's not the right approach, because the limitations can be a tool that works for you for in guiding the design process and that's the whole point in developing for a retro platform. Design is an iterative process. When you hit a wall, you start over. If you do the whole concept in a space where you have total freedom, the wall will not be there and so the whole advantage you have is gone.
Nikku4211 wrote: ↑Tue Nov 03, 2020 3:58 pm
If the SNES is too limited for 'general purpose gamesystem', then it just can't compete because those very same limits set it back compared to modern 2D game consoles.
I don't think someone just casually interested would get the difference.
NovaSquirrel wrote: ↑Tue Nov 03, 2020 3:55 pmAt least for my own SNES development, I don't care that much what the average retro gamer will think since they aren't the intended audience.
Exactly my opinion. Just the fact that people just can't download it from steam is a huge limiting factor. Todays average gamers attention span is a few seconds at best. There just isn't a big audience for these types of projects, a homebrew game is something you should make mainly for yourself. And that is the good thing I think, something that is made with an audience / sales in mind is in my opinion likely to turn out mediocre at best.