Hey there, 👋 I'm making a point & click adventure game set in Victorian London. I did a #pixelart#livestream earlier, and here's a quick screenshot of the artwork I drew for those who missed it. 😄
Some of the first things I make sure are setup in a project are assertions, both static and runtime. I can't even count the number of times these have helped in development. cc65 does not have built in support for asserts so here's how I implemented static asserts:
This is Vai, adoptive mother to the main character of my #indiegame 'Future Ghost', as she appears later in life. Vai is an esteemed technobiologist who keeps active in her field well into her 70s.
'Future Ghost', currently a work in progress, will be a narrative-focused blend of #pointandclick with #RPG elements such as #turnbased combat.
One of the gripes of some point and click interfaces are hunting for tiny things in corners of scenes -- I'm actively trying to avoid it in my game, but just in case any hotspots may be hard to find, I added some functionality to toggle visibility here by pressing the "H" key! :)
A kitty spaceflight simulator with challenging controls! Do you have what it takes to lead Jet Cat through the mysterious tower’s corridors and return home with the treasure? Only YOU can Rocket to the Top!
Updated to use MMC1 mapper, which was easier said than done. There are still some issues (minor memory overrun, oops), but this only highlights something I've been thinking about for awhile: I'm this close holds fingers really close together to writing a custom NES emulator. This would solve a bunch of issues I've been having, especially with debugging, but also create a whole slew more. At the moment, I can't think of a good name for the project, so I'm safe... for now. #solodev#nes#gamedev
My NMI handler is taking too many cycles to run. One of the reasons is that a zero is getting set as a length somewhere in the name table update buffer; an easy fix. The other reason is that I kept adding features. Having only a little over 2k CPU cycles does not leave a lot of time to do things that are not essential. My options are: use a hybrid approach where PPU updates happen while rendering is disabled and during NMI; or use a mapper that supports CHR table swapping. #gamedev#nes#solodev
Sketch for the second outfit we'll see protagonist Wei Song wear in indiegame 'Future Ghost', with the enviro jumpsuit turned down at the waist. As you can see, Song's in decent shape for a man in his 60s.
Also shown is a design sketch for the backpack with inbuilt oxysplitter he carries as he climbs Pindus Mons. Finished design of Song wearing the jumpsuit also shown.
Mighty Marauder in living colour. A wrestling-style fighter from the pro league on distant future Mars.
He now has more of a story, which you'll learn in game, and will involve a real-life special appearance which will also be revealed in #indiegame 'Future Ghost'.