Here's a quick look at my scrolling action platformer. There's a ton of work to do, I'll lay out the roadmap and address a few other things below the video. I officially started work on this project in March, when I got NESMaker. I worked until late May, then put it down for several months- until maybe 2 weeks ago.
[media]https://youtu.be/EQBtFP1bZuU[/media]
Video Notes
*At the end of the video, it warps to an empty screen. I'm still trying to figure that whole thing out. I think the NPCs throw it off somehow.
*You can't attack until you talk to the dead guy on the bridge. Much of this will change.
Artwork and aesthetics
Most of the artwork is placeholder of course. The limited pallet is tough, what looks good might not contrast well as you move around the screen! I might go full grayscale. It's starting to get off the ground though. I have a whole other really cool tileset not shown in the video, but most of the sprites aren't good yet. The character was originally a crusader knight guy because I was thinking Ghosts 'n Goblins or Castlevania. I started gravitating toward mythology. At first, it was sort of an excuse to not be super creative with the art but still have something to build off of (first time with pixel art). It also helps that it comes with many built in monsters. However, as these things go, my mind started racing with ideas and I wanted to try to weave references from specific myths into the gameplay itself. I'd also like to include cutscenes to actually tell a story.
Gameplay
It's an action platformer. You progress from level to level fighting monsters and beating bosses. The platforming is punctuated by scrolling shmup levels where you're pegasus (or maybe you're Perseus riding Pegasus).
Current Features
*Attack with your sword (B), jump (A), duck (down)
*unlock the ability to heal one heart (START to heal)
*unlock the ability to throw your bomb subweapon (UP+B)
*unlock the ability to throw a spear (UP+B)
*Select subweapon with SELECT
*The monsters you see in the video plus a few more. I just made a stalactite that falls on you when you run under it.
*Shmup mode!
Future character abilities (hopefully)
*the first main boss (probably level 2 boss) will be Medusa. After you beat her you will unlock the ability to pull her head out and petrify your enemies to use them as platforms. This is also when you will see a pegasus level for the first time.
*I think I want some kind of backdash ability, like Alucard. This character is slow, which I want, but I also want some kind of mobility enhancement.
Roadmap/to do list
*Art work. Main priority now is character sprites and animations for Perseus and Pegasus.
*Music and sound. I'm pretty experienced with trackers. The limitations here are tough though. I managed to make some cool tracks just playing around but they're way too cheery.
*learning more .asm. I really need to work on understanding the object collision script.
[media]https://youtu.be/EQBtFP1bZuU[/media]
Video Notes
*At the end of the video, it warps to an empty screen. I'm still trying to figure that whole thing out. I think the NPCs throw it off somehow.
*You can't attack until you talk to the dead guy on the bridge. Much of this will change.
Artwork and aesthetics
Most of the artwork is placeholder of course. The limited pallet is tough, what looks good might not contrast well as you move around the screen! I might go full grayscale. It's starting to get off the ground though. I have a whole other really cool tileset not shown in the video, but most of the sprites aren't good yet. The character was originally a crusader knight guy because I was thinking Ghosts 'n Goblins or Castlevania. I started gravitating toward mythology. At first, it was sort of an excuse to not be super creative with the art but still have something to build off of (first time with pixel art). It also helps that it comes with many built in monsters. However, as these things go, my mind started racing with ideas and I wanted to try to weave references from specific myths into the gameplay itself. I'd also like to include cutscenes to actually tell a story.
Gameplay
It's an action platformer. You progress from level to level fighting monsters and beating bosses. The platforming is punctuated by scrolling shmup levels where you're pegasus (or maybe you're Perseus riding Pegasus).
Current Features
*Attack with your sword (B), jump (A), duck (down)
*unlock the ability to heal one heart (START to heal)
*unlock the ability to throw your bomb subweapon (UP+B)
*unlock the ability to throw a spear (UP+B)
*Select subweapon with SELECT
*The monsters you see in the video plus a few more. I just made a stalactite that falls on you when you run under it.
*Shmup mode!
Future character abilities (hopefully)
*the first main boss (probably level 2 boss) will be Medusa. After you beat her you will unlock the ability to pull her head out and petrify your enemies to use them as platforms. This is also when you will see a pegasus level for the first time.
*I think I want some kind of backdash ability, like Alucard. This character is slow, which I want, but I also want some kind of mobility enhancement.
Roadmap/to do list
*Art work. Main priority now is character sprites and animations for Perseus and Pegasus.
*Music and sound. I'm pretty experienced with trackers. The limitations here are tough though. I managed to make some cool tracks just playing around but they're way too cheery.
*learning more .asm. I really need to work on understanding the object collision script.