PasseGaming
Active member
Wow, you are making some fantastic strides with your game. I definitely feel this title is a shoo-in for ByteOff 2020.
I have a dedicated notebook for pre-production stuff like the story, gameplay scenarios, and other ideas. (I prefer pen-and-paper notes to text files or Word docs for things like this.) So yes, I'm planning this to be a full game, though it'll probably take much longer to finish development than anything I made in the past. I have plans for what I'll be able to pull off given the limitations, but time will tell if I can fully realize them. (Also given its more "horror" direction, probably won't be revealing much of the actual content as I'm developing it. Fear of the unknown, right?)Have you written the story and dialogue or are you doing that as you go?
I was wondering how long the adventure could be with the memory constraints.
Or is it more of a tech demo?
It looks like something I'd really enjoy playing so I hope it becomes a full game.
I need to get something like a corkboard and whiteboard set up for stuff like that haha.Great news. Something to look forward to in 2021 and with a physical release hopefully.
Nothing like pen and paper. I recently bought a bunch of those 3"x5" index cards to plan out screens on the floor. It helped me to visualise warps / gameflow and jot down ideas.
It's just a mock-up right now, but yes in practice I'd have a variable to save the last screen the player was on, and "continue" would return to that saved screen (with some caveats). "Save and quit" is more of a future thing if I look more into implementing flash saving, but at bare minimum it would just return to the title screen. Really the main reason I'm even going in this direction is for real-time mouse sensitivity changing, which would seriously make that whole implementation a lot easier on my end than what I was trying previously, believe me.Looks tidy.
Curious how it all works in theory.
Does pausing save what screen and progress player has made on that screen, then 'continue' warps back to that screen and 'save and quit' uses that same data?
The big issue with trying to implement this in the Options menu (which is what I was trying before) is how the SNES mouse sensitivity works. The mouse has 3 levels of sensitivity, but you can't just choose its level all willy-nilly. You increment the sensitivity level by sending a clock pulse to the mouse while the input latch is on, then after level 2 it cycles back to level 0. You cannot decrement the value, only increment it.It does seem to make more sense to be able to change the sensitivity in game. I know normally something like that would be in the start options but it doesn't feel like a compromise the way you're doing it.
I like the placeholder text. Just leave it like that for the comedy value
The scariest thing about this game is actually developing it, haha.Sounds like a nightmare. Interesting stuff though.
Oh I already got plans for what each menu space is going to be for. For everyone else it'll remain a mystery...I see you delivered in style with the cool graphic! Awesome.
The extra info places will be good for showing player 1 and/or 2's controller or mouse selection in the small boxes. I dare say you've probably already thought of that.
It kinda looks like shes walking through an open doorway. A minor observation is that my eyes are drawn to the lack of black space at the top of the ladys head.
For creating my GIFs I use ScreenToGIF.It's worked out pretty well in the end getting more functionality out of the menu. The one you've chosen looks much better to me. More balanced.
What do you use for screen capture if you don't mind me asking. Your videos always look super crisp.