Well, out of the blue, I decided that I was missing out by not entering something into this year's NesDev competition, so a couple weeks ago I decided to see how quickly I could churn out a simple-but-fun game.
My idea is an endless-climber type of thing, based on the Robo-Ninja character. You just bounce back and forth scaling walls while dodging obstacles.
It's been fun, trying to churn this out as fast as possible. To be as efficient as I can, I reused a number of routines from my primary nes project, and then have been coding everything in a mix of C and assembly, switching back and forth at whim, using whichever seems easier for any given part of the game.
I just finished my 7th day of development, and it's almost a playable game -- I just need to make collisions with the obstacles actually work, and tweak the controls a bit, and it will be time for some preliminary testing: the standard "is it actually fun" sort of thing. We'll see.
There's a lot more I'd love to say about some of the technical challenges of writing this game, but with trying to finish it as quickly as possible, I end up not wanting to waste time writing about it.
Like last year, I don't have a lot of intentions of winning the competition, but I couldn't pass up a chance to at least enter something.
I started by blogging the process of porting my homebrew game Anguna from the Gameboy Advance to the Nintendo DS. Now, my random thoughts on development and chronicling whatever hobby project catches my fancy.
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NES Anguna
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