Post by sokurah on Aug 8, 2012 16:27:27 GMT -5
I've been working on a new ZX Spectrum game for the last two months, but I've now decided to pause development on that for a while because I need something more enjoyable than Z80 to look at - for a short while anyway.
And as many of you probably know I've made several vector games and have several others in development too (many for a while now), but this pausing of another game (this is how it starts ) will benefit the development of Black Widow which doesn't actually need all that work when it comes to it - and I'm really itching to finish it.
There were 3 factors that made me put BW aside when I did.
1). Bonus levels? I should look into programming splines, but I can do without, so I'll manage even if I don't get it quite the way I want it. Remember; "a game doesn't have to be 100% identical to the original game". ;D
2). Initial version will only support keyboard play. All keys will naturally be cabinet-friendly and fully configurable (look at the picture at the bottom). You can then use Joy2Key if you need to and then we'll see what kind of feedback I'll get from that.
3). The last two evenings I've been playing the original game in Mame (using invincibility, tbh) and reached level 54 and taken notes on all enemywaves (except for bonuslevels obviously).
When I first started working on this game in May 2010 - and up to when I stopped working on it two months later (yeah, it's been on the WIP-pile for about two years) I played to to level 100, but having played to level 54 this time - half of those twice - and taking notes along the way - I can tell you that it's pretty random. I didn't honestly expect that. Sure, there's some system to it - like more enemies - especially of the more dangerous kind - the further you get, but other than that (pretty ordinary method) it's seems random.
So, this should do it regarding research. Now it's "just" a matter of coding it.
...here's to me being able to finish it before I get distracted by something else (again).
These are the notes from the last two evenings;
...and here's a picture of the "configure keys" screen.
You can find a link to BW's page on my site, from the link in my signature, but I probably won't be updating my site until the game is (hopefully) finished.
And as many of you probably know I've made several vector games and have several others in development too (many for a while now), but this pausing of another game (this is how it starts ) will benefit the development of Black Widow which doesn't actually need all that work when it comes to it - and I'm really itching to finish it.
There were 3 factors that made me put BW aside when I did.
- Unsure of how I was going to code the bonus levels.
- I'm not terribly good at coding for gamepads.
- The need to analyze level structures/enemywaves in the original game so I could replicate them exactly.
1). Bonus levels? I should look into programming splines, but I can do without, so I'll manage even if I don't get it quite the way I want it. Remember; "a game doesn't have to be 100% identical to the original game". ;D
2). Initial version will only support keyboard play. All keys will naturally be cabinet-friendly and fully configurable (look at the picture at the bottom). You can then use Joy2Key if you need to and then we'll see what kind of feedback I'll get from that.
3). The last two evenings I've been playing the original game in Mame (using invincibility, tbh) and reached level 54 and taken notes on all enemywaves (except for bonuslevels obviously).
When I first started working on this game in May 2010 - and up to when I stopped working on it two months later (yeah, it's been on the WIP-pile for about two years) I played to to level 100, but having played to level 54 this time - half of those twice - and taking notes along the way - I can tell you that it's pretty random. I didn't honestly expect that. Sure, there's some system to it - like more enemies - especially of the more dangerous kind - the further you get, but other than that (pretty ordinary method) it's seems random.
So, this should do it regarding research. Now it's "just" a matter of coding it.
...here's to me being able to finish it before I get distracted by something else (again).
These are the notes from the last two evenings;
...and here's a picture of the "configure keys" screen.
You can find a link to BW's page on my site, from the link in my signature, but I probably won't be updating my site until the game is (hopefully) finished.