Hey guys! Work on my NES game has slowed for various reasons, so I thought I'd share some screenshots and info with you guys since I won't be releasing it soon. It's a two part project: a ZZT/MZX like GCS with simple scripting language, and a game written using said GCS. The GCS is essentially just a custom tool for creating data for an NES game like the custom tools that most of you have made except that it's more in the style of ZZT and I was planning on releasing the tool along with the game. The tool works like this: you create a little game in it and then click compile and it spits out an NES rom.
Here are the "post-mortem" problems I ran into that have caused me to slow development:
1. The world is made of ZZT style robots that run ZZT style scripts. Despite my best efforts, these scripts are relatively slow: I can only have about 8-12 robots on screen before there is noticable slowdown. This sounds like a lot, but my engine consists only of robots and the map. Robots must be used to represent everything on the map, and 12 is far too little to represent everything on a given screen. This requires the addition of non-robot objects or "builtins" as they would be called in ZZT:
2. Because robots are slow, I need "builtins," but because the engine is currently designed around only having robots, sprite allocation and a couple of other systems would need to be redesigned.
3. I transitioned from ZZT style graphics (1x1 sprites, text based graphics) to going all out exploiting NES hardware for graphics (metasprites composed of 1x2 sprites of custom graphics etc) due to wanting to impress people (and prevent criticism of my graphics) on this forum. This was a mistake. I successfully implemented all sorts of awesome graphics stuff, and it works, but I enjoy it less. I liked working on a ZZT style game for the NES. It had a certain amount of novelty and specialness to it that I lost when I went full graphics. Further, this focused the game itself much more on graphics which is a loss.
4. Because of the limitations of the original design (ZZT style tile based game composed only of robots) combined with the new graphical style limited my gameplay options, and I ended up designing a game that isn't any fun:
5. I designed a game called Siren's Melody, which is essentially an overhead stuck in tiles Dizzy-like object collection game with Final Fantasy style graphics. The entire game is just you collecting objects and talking to people, and using the correct objects/talking to the correct people with the correct objects etc. So you collect items and talk to people, and that's the game. I don't find this game any fun. It's just a walking simulator, and it doesn't fit into any well defined genre. I just don't think it's fun or that people will enjoy it.
My current plan forward is to go back to ZZT style graphics, and rewrite the sprite allocation to handle ZZT style builtins after which I will produce a game in the style of ZZT. What do you guys think about this plan? Is it a good plan?
Here are screenshots of NGCS and the game in its current state:
The editor:
The graphics editing section of the editor:
In game:
Here are the "post-mortem" problems I ran into that have caused me to slow development:
1. The world is made of ZZT style robots that run ZZT style scripts. Despite my best efforts, these scripts are relatively slow: I can only have about 8-12 robots on screen before there is noticable slowdown. This sounds like a lot, but my engine consists only of robots and the map. Robots must be used to represent everything on the map, and 12 is far too little to represent everything on a given screen. This requires the addition of non-robot objects or "builtins" as they would be called in ZZT:
2. Because robots are slow, I need "builtins," but because the engine is currently designed around only having robots, sprite allocation and a couple of other systems would need to be redesigned.
3. I transitioned from ZZT style graphics (1x1 sprites, text based graphics) to going all out exploiting NES hardware for graphics (metasprites composed of 1x2 sprites of custom graphics etc) due to wanting to impress people (and prevent criticism of my graphics) on this forum. This was a mistake. I successfully implemented all sorts of awesome graphics stuff, and it works, but I enjoy it less. I liked working on a ZZT style game for the NES. It had a certain amount of novelty and specialness to it that I lost when I went full graphics. Further, this focused the game itself much more on graphics which is a loss.
4. Because of the limitations of the original design (ZZT style tile based game composed only of robots) combined with the new graphical style limited my gameplay options, and I ended up designing a game that isn't any fun:
5. I designed a game called Siren's Melody, which is essentially an overhead stuck in tiles Dizzy-like object collection game with Final Fantasy style graphics. The entire game is just you collecting objects and talking to people, and using the correct objects/talking to the correct people with the correct objects etc. So you collect items and talk to people, and that's the game. I don't find this game any fun. It's just a walking simulator, and it doesn't fit into any well defined genre. I just don't think it's fun or that people will enjoy it.
My current plan forward is to go back to ZZT style graphics, and rewrite the sprite allocation to handle ZZT style builtins after which I will produce a game in the style of ZZT. What do you guys think about this plan? Is it a good plan?
Here are screenshots of NGCS and the game in its current state:
The editor:
Attachment:
The graphics editing section of the editor:
Attachment:
In game:
Attachment: