Skip to main content

PRGE, and I need a name

It's been awhile since I posted anything here!

First off, Anguna 2600 is pretty much done. I'm currently in the process of working on some promo material for the Portland Retro Game Expo, where we'll be showing off the game at the AtariAge booth.  I'm excited to be in a giant room full of people that are into retro-gaming, and have my game on display.  Should be a fun time.

I'm still slowly working on the nes game I talked about. I got hung up for awhile on displaying the barriers. I just kept running into bugs trying to get the game model to work right, then have it render properly based on the game model.  Part of it was scrolling -- the game has the appearance of scrolling through a world, but because the 6502 is only an 8-bit processor, I didn't feel like doing the math to track giant scroll values. So it's somewhat fake in terms of in-memory model.  The barriers move, the player stays motionless.  But because the nes background register is scrolling, (and it thinks that the top of the screen is 32 pixels off because of my top status bar), and because of mistakes I made while using fixed point path, and because the vertical resolution wraps at 240 pixels instead of the nice 256, I kept getting my math slightly off.

(it would have been easier if I just decided it scrolled 1 pixel per frame, so I'd know that every few frames, we'd hit an exact 8-pixel boundary, and would know to draw the next tiles. But because I'm scrolling by a variable amount (using fractional fixed-point math), it's more work to know when I cross that boundary.

Anyway, I FINALLY just threw away most of my background code and sat down with a pencil and paper and worked all the numbers out on paper, then re-coded it to match my paper-work. It worked much better when I did that.

Once that was out of the way (ok, I'm lying somewhat...I still have some issues with the background palettes, but I'll tackle that math later), I've finally got back to some of the game logic -- player collisions, etc. Fun stuff.  Today it was adding explosions and resetting the player position when you hit a wall:


It's actually started to vaguely resemble a real game at this point.

Next up: I need a title.  It's a party game with spaceships racing through barriers. My first thought was "Space Jam" until I remembered that that was that terrible movie with Michael Jordan. (Ok, I never saw it. Maybe it was actually awesome?)  I need a name.  And eventually a cool title screen to go with it.  Any suggestions?

Comments

Popular posts from this blog

Retrospex 32 Review

RetrospexInternational recently sent me a couple units of their new handheld device, the Retrospex 32, a new dedicated GameboyAdvance emulator handheld.  To make the unit playable out of the box, they pre-loaded a handful of homebrew games, including Anguna, which is why they were kind enough to send me 2 of the units to play with.  I was pretty excited to get my hands on the device and try it (I loved my old GBA micro with a good flash cart!), and see Anguna running on it. So here's my thoughts after playing with it.



Their website lists the Retrospex 32 for £59.99, which is around $100 USD. It seems like it's marketed toward people into retro-gaming (which makes sense for a dedicated GBA emulator device). At that price, with that target market, and such a limited set of functionality (why not make it a multi-machine emulator, and emulate all the old consoles?), it would hopefully do a really good job of it.

The short version of my review: it doesn't. It has one job (emula…

Making the game fun

The real trick for Spacey McRacey (as I'm calling it now) is going to be making it fun.  And that's what I'm rather unsure about at this point.

I have a game design that basically works. The technical issues are mostly sorted out, I just need to get a few more implemented before I can seriously play test it.

But fun? It's hard to know if it's actually going to be any fun to play.  With a 4-player party-style game, it's seems like it might be hard to hit that fine line where everyone is close and competing, where everything feels exciting and tense, as opposed to tedious and boring.  And despite envisioning my game as fun, it might just be boring to play.

Some of that comes down to tweaking it. Tweaking the speeds, difficulties, etc, will make a difference. (If it's too easy to shoot people from behind, then it will be nearly impossible to hold a lead for very long, which could ruin it and make it no fun. If it's too hard to kill the guy in front, it wil…

Killer Queen

So at PRGE, I played an arcade game that just left me amazed.  Killer Queen.

It's a 10-player game. You have 2 cabinets linked together, and 5 players huddled on each one. Each one is a team of 5 people, working together to play a simple one-screen 2d platformer.  But what made it work was the high quality game design.

First, the game is relatively simple, yet there is a lot going on at once.  One player plays the queen, the most important and powerful character on the team. The others start as workers, but can become warriors who can fly around and attack in a very joust-like flappy contest of height.  The real trick is that there are three completely different ways to win: either collect a bunch of berries and bring them back to your base, or ride a REALLY SLOW snail across the screen (while other people try to kill you, and you hope your team protects you), or kill the enemy queen 3 times.  There's some other things going on as well (using berries to upgrade, capturing upgr…