Adventure 2600 is a side scrolling platformer with a twist... of lemon. The game's main feature is randomly generating levels. Each level will form its own terrain, monsters, items, and boss(es); giving the player a unique experience each playthrough. To further add to the variety, at the beginning of each playthrough the player will be assigned three charms. These charms will have varying effects and can either make the game easier or much harder. Mostly harder. The objective is to defeat a set number of bosses (TBD) which will allow the player to enter the final level, defeat the final boss and beat the game; or maybe not. The story of the game will be told by randomly spawning notes. Which when the player obtains one will tell part of the story. These notes are from someone call The Stranger. What will happen when you collect them all? The game will also feature everybody's favorite indie go-to... retro pixel graphics. Also the game shares the same color palette as the Atari 2600.
So generally I will be doing a weekly update, unless nothing very significant actually happens. Which may be the case later in the development cycle due it all just being debugging the game and what not. Anyways I'm doing this update a couple of days early asI have found myself with a large chunk of time and nothing to do. Basically I've been tightening up controls, adding sounds, and I even managed to add a new biome to the game. While just the begins of that biome, it's still something(pics coming later as I don't have any on my phone currently). I made the jumping mechanic give you a bit of play. Meaning that when you try to jump on a platform you don't have to perfectly clear it. So if you jump at a slightly of angle the game will let you slide up the wall and ontop of the platform a bit. It's hard to explain but if you play the original Super Mario Bros. You'll see what I'm talking abouy. Basically if your a little off the game forgives you. It's okay Mama will fix this! Anyways next we have sounds. For the most part the game will consist of 8 bit ambient noise, crickets chirping, water dropping in a cave etc. However upon entering a boss battle epic music will play. Making good 8 bit sounds for ambient noise has proved a challenge but that's mostly cause I'm picky about sounds. After all I think sound is more important in a game than graphics. Music and sound have this wonderful magic on us where it's like thet're tied directly to our emotions. They can make us feel. Something graphics can't really do... Especially 8 bit style. Finally I added another biome to the game... The Cave biome. This biome is unique because I had to make it dark and then add a flashlight. Which was interesting because I didn't want to reprogram the entire game just to add a lighting system also a lighting system just did't make sense in the games style. Also a cool note if you change direction in the cave biome the screen flashes like in Donkey Kong. I always thought that was a cool little feature. Man Rare you used to be awesome... You know before Xbox stole your soul and made you make games for the kinect. Good Times. Oh I almost forgot I added something I'm calling Nightmare. It's going to measure how well your doing and the items you have. The lower your nightmare the more nightmarish the gake will become. Whether I'm going to make the game harder or not depending on your nightmare level is still Tbd but most likely it will. Nightmare is going to effect everything including enemy's difficulty, types, bosses, final level, final boss, ability to save, and palletes. I am really excited about this fearure and I think it's going to vastly increase replayability. Anyways guys that's it for now I'm sure I forgot a bunch of stuff but it's hard to remember all of it away from the computer and when I've had the entire week off to work on it. Man would it be nice to just make games for a living. Have a nice weekend all
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