nesrocks
Member
Heeey there! I've been working full time on a game for almost a year now. I have experience in the industry while working on other teams, but I was not fully satisfied with how things went on those projects. So I decided I'd make at least one game by myself and put it on steam.
I have done the Super Pitfall 30th Anniversary hack, a modification of the NES game Super Pitfall. The result was liked by most. Even David Crane responded positively when I e-mailed him about the hack.
So it gave me confidence and I moved on. I started working on a game similar to Super Pitfall, using some of the original assets I made for the hack. I chose Game Maker as my engine. I worked about 4-5 months on this idea.
But then I started to realize there are many, maaaaany games like this (2d platformer, explore, kill baddies, etc). So I wanted something different. I changed the game design to something like a 1 vs 1, split screen vertically scrolling 2D platformer. Think puyo puyo or tetris attack, but instead of a puzzle it's a platformer. The player would have a series of levels of increasing difficulty, facing one enemy on each level. It can be played on story mode (vs CPU), or on 2 players mode.
This is where I am now, and I'm at a creative halt. The player can walk, jump, climb ladders, attack with a melee weapon, charge the attack by holding the button, and I'm making rope physics like umihara kawase.
I haven't completely decided if the characters should meet in the game and fight directly, or if they should each have their sepparate, equal level to traverse and "interact" similarly to the mentioned puzzles.
But what would the objective be? I feel like just getting to the top first is kind of bland... Maybe I need a normal big platformer level.
Here's a video of what I have. I wrote the song, but it was more of a study on composing than anything. I think the style doesn't fit the game well. Maaaybe for a final boss. Also, the AI is just placeholder, I realize it looks dumb/unrealistic, I just wanted something to play against, so it was quickly programmed. My idea is to have a convincing AI. Anyway, check it out:
Here's a video of the work in progress of the rope. The rope should never stretch that far, I was just playing around. The rope is to be used to swing and pull things, maybe including the other player.
Gameplay of umihara kawase:
Features that I have programmed but have been removed for now:
- world map with paths like super mario bros 3
- swimming in water
- traversing horizontal ropes (like Aladdin for the genesis)
- talking npcs with dialog boxes
- frogs that follow you for no reason
- minimap in super metroid / castlevania sotn style
Impressions, comments, critiques, opinions are all welcome! Help me out
I have done the Super Pitfall 30th Anniversary hack, a modification of the NES game Super Pitfall. The result was liked by most. Even David Crane responded positively when I e-mailed him about the hack.
So it gave me confidence and I moved on. I started working on a game similar to Super Pitfall, using some of the original assets I made for the hack. I chose Game Maker as my engine. I worked about 4-5 months on this idea.
But then I started to realize there are many, maaaaany games like this (2d platformer, explore, kill baddies, etc). So I wanted something different. I changed the game design to something like a 1 vs 1, split screen vertically scrolling 2D platformer. Think puyo puyo or tetris attack, but instead of a puzzle it's a platformer. The player would have a series of levels of increasing difficulty, facing one enemy on each level. It can be played on story mode (vs CPU), or on 2 players mode.
This is where I am now, and I'm at a creative halt. The player can walk, jump, climb ladders, attack with a melee weapon, charge the attack by holding the button, and I'm making rope physics like umihara kawase.
I haven't completely decided if the characters should meet in the game and fight directly, or if they should each have their sepparate, equal level to traverse and "interact" similarly to the mentioned puzzles.
But what would the objective be? I feel like just getting to the top first is kind of bland... Maybe I need a normal big platformer level.
Here's a video of what I have. I wrote the song, but it was more of a study on composing than anything. I think the style doesn't fit the game well. Maaaybe for a final boss. Also, the AI is just placeholder, I realize it looks dumb/unrealistic, I just wanted something to play against, so it was quickly programmed. My idea is to have a convincing AI. Anyway, check it out:
Here's a video of the work in progress of the rope. The rope should never stretch that far, I was just playing around. The rope is to be used to swing and pull things, maybe including the other player.
Gameplay of umihara kawase:
Features that I have programmed but have been removed for now:
- world map with paths like super mario bros 3
- swimming in water
- traversing horizontal ropes (like Aladdin for the genesis)
- talking npcs with dialog boxes
- frogs that follow you for no reason
- minimap in super metroid / castlevania sotn style
Impressions, comments, critiques, opinions are all welcome! Help me out