I've begun a maze platformer game. Movement with some inertia (?) is in, along with a "precise step" key for navigating 1x1 block areas. CustomFloor wind, lava, water (just 1/2 gravity), CustomBlock ground with more friction, ground with no friction, springs that launch, all that comfortable, predictable stuff.
The movement relies on MOVE PLAYER [dir] and the game runs at speed 2; moving very fast in one axis will weaken the potential movement in the other axis. The player also stays in the air longer when moving forward. I could fix it, but it makes long falls feel more helpless.
Some starting decisions:
No backstory, no dialogue
No EXP grinding
No kill-enemies-for-money grinding but maybe some scattered collectables.
Simple graphics
In the end, this game will probably fall into the "Metroidvania" category, but that term excludes a lot of the games I have in mind for inspiration, like Out of this World, Digger T. Rock (ugh), Blackthorne, Lost Vikings, etc. Even though they are not of the same format.
I expect this project to take a while due to Things Happening and already having started other hobby projects but PROJECT START NOW
Some questions:
Why was KeyN depreciated?
Are subroutine labels slower than normal labels? Or, is it bad to write a main loop for controlling the player, and to have 90% of the if-thens go to small subroutines?
[edit: oh yeah i'm gin. lost my old password and i go by this nick now anyways.]
This post has been edited by qrleon: 11 October 2008 - 09:21 PM

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