Posted: Wed Jul 15, 2009 12:01 pm
The reason I don't like posting about my projects is that I take LONG breaks from programming, and would rather not feel I'm disappointing people who are waiting for my them. Plus I kind of like coming out of nowhere and saying, "Here's a finished game."
While I'm not doing anything NES related now, (I'm currently on a LONG break from programming and am drawing/painting instead) my current project is an original platformer with REALLY nice and sophisticated physics that will probably be so abysmally difficult to program that I'll give up before you hear any more about it. It's a platform game that will be able to support slopes of any size, and the player can manipulate the main character's trajectory in a lot of different ways. (Technically it'll be easy to make work, but difficult to make it fast enough that it won't slow down often) If I ever get it working, it will also have some pretty neat multiplayer things. Both competitive and cooperative.
The entire game is pretty much planned out on paper. (except for the design of each level which is the "easy" part) I've got my compression worked out, but it could be better. I've got the moves of the character planned out. I've mapped out all of my collision detection "rules". A few could use tweaking, to decide whether or not to force the character out of a wall or steep slope. I've got my scrolling worked out, and my sprite engine and sprite scrolling already work. A lot is planned. I really just need to actually DO it. But that's how I am. I stop working on something when I'm really close to a breakthrough. (same thing happened with GalaxyNES. But no one knew it happened since it was developed in secret.)
I also plan out updating GalaxyNES someday... that game never got the response I wanted it to.
While I'm not doing anything NES related now, (I'm currently on a LONG break from programming and am drawing/painting instead) my current project is an original platformer with REALLY nice and sophisticated physics that will probably be so abysmally difficult to program that I'll give up before you hear any more about it. It's a platform game that will be able to support slopes of any size, and the player can manipulate the main character's trajectory in a lot of different ways. (Technically it'll be easy to make work, but difficult to make it fast enough that it won't slow down often) If I ever get it working, it will also have some pretty neat multiplayer things. Both competitive and cooperative.
The entire game is pretty much planned out on paper. (except for the design of each level which is the "easy" part) I've got my compression worked out, but it could be better. I've got the moves of the character planned out. I've mapped out all of my collision detection "rules". A few could use tweaking, to decide whether or not to force the character out of a wall or steep slope. I've got my scrolling worked out, and my sprite engine and sprite scrolling already work. A lot is planned. I really just need to actually DO it. But that's how I am. I stop working on something when I'm really close to a breakthrough. (same thing happened with GalaxyNES. But no one knew it happened since it was developed in secret.)
I also plan out updating GalaxyNES someday... that game never got the response I wanted it to.
