Saturday, March 28, 2015

Long Time

  It's been a long time since the last update, but I made a new game.  It's called Paper Airpong and is available on the Steam Workshop, the same as "Return of the Zigs'"

http://steamcommunity.com/sharedfiles/filedetails/?id=414943599


  I didn't know about Ludum Dare.  With known objectives I can make crap a lot easier.  I mean, ok, I try - but simple is better (for me).

Meanwhile:  Here's an update on some of my previous projects

Dungeon Exploder:  Pending Roguelike Code - Suspended
Cytomight: Pending Artwork - Suspended
Flippin' Hell: Sidetracked, simply haven't worked on it - Active

  I'm now making a Blaster Master clone.  Well, it will probably be more like Metal Warriors (SNES).  I want a game about the safety of a tank Vs the vulnerability of leaving the tank to perform tasks.  As such, the tank will be extremely powerful, but the threat to the player always real.  I do have a physics test up and am currently working on level design. 

  I grabbed half the levels and concepts from my previous Metroidvania attempts.  I came up with a new idea for Item Tracking.  Super Metroid let you find items via the Xray Visor, but it still required meticulous searching without a guide, and a comprehensive Checklist if you did have a guide... I want to avoid this.

  While I will still have obscurely hidden items, all items will be tied to an NPC.  Once you collect the item, the NPC will die.  The connection might be arbitrary, the idea is to have the state of the population serve as an in-game checklist for the items.

  In Super Metroid, if you are missing ONE missile tank and don't have any idea where it is - you'd have to load up a guide and check every single tank on the checklist (granted, favouring rooms that don't sound familiar).  My goal is that if you are missing ONE missile tank - just drive around town and if "Steve" is still alive, you'll know your missing missile tank is the one 3 screens to the right, one screen up and under the second rock (or something).

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