Hey All,
in an attempt to keep myself motivated on this journey I have decided that I will be maintaining a WIP dev blog for my first NES playable game. The title of this game is Wolfholm and will feature a transforming player that will interact with the world differently depending on if they are a wolf or a human. I'm excited by the storytelling possibilities that come from having NPC's and monsters interact with each player object differently.
Based on a web comic world I developed many years ago - there are many characters and monsters I will be looking forward to putting into my game. That being said - with the limitations of the NES I may need to pick and choose a few characters that might not make the cut.
I've started basic development - level design for some of the spaces that I know will be in the final game - but a lot of the next few days will be spent thinking about what mechanics will make the final cut of the game before I start fresh at implementing them in the game.
Below are some screen shots from the art testing phase (ONGOING) -
* The first two images showcase Miss Molly and Jack - who are returning characters from the comic. Known for running "Molly's House for Wayward Toys" these two are always up to no good and can only cause trouble for the human player.
* The third image shows off grandpa's cave - as well as a test of a slightly smaller sprite configuration (24px) for the player character - after some quick testing the player characters height returned to 32 pixels as it looked a little silly and takes away from the complexity available to the player character sprite.
* The final image is ripped from a potential story screen and features art that has been downscaled from original art used in the web comic. expect many other examples of this technique used to tell the story of Wolfholm.
KNOWN BUGS AND ISSUES:
* Player transformation only works on first screen after warp
* Text tiles and NPC text not set up correctly yet
in an attempt to keep myself motivated on this journey I have decided that I will be maintaining a WIP dev blog for my first NES playable game. The title of this game is Wolfholm and will feature a transforming player that will interact with the world differently depending on if they are a wolf or a human. I'm excited by the storytelling possibilities that come from having NPC's and monsters interact with each player object differently.
Based on a web comic world I developed many years ago - there are many characters and monsters I will be looking forward to putting into my game. That being said - with the limitations of the NES I may need to pick and choose a few characters that might not make the cut.
I've started basic development - level design for some of the spaces that I know will be in the final game - but a lot of the next few days will be spent thinking about what mechanics will make the final cut of the game before I start fresh at implementing them in the game.
Below are some screen shots from the art testing phase (ONGOING) -
* The first two images showcase Miss Molly and Jack - who are returning characters from the comic. Known for running "Molly's House for Wayward Toys" these two are always up to no good and can only cause trouble for the human player.
* The third image shows off grandpa's cave - as well as a test of a slightly smaller sprite configuration (24px) for the player character - after some quick testing the player characters height returned to 32 pixels as it looked a little silly and takes away from the complexity available to the player character sprite.
* The final image is ripped from a potential story screen and features art that has been downscaled from original art used in the web comic. expect many other examples of this technique used to tell the story of Wolfholm.
KNOWN BUGS AND ISSUES:
* Player transformation only works on first screen after warp
* Text tiles and NPC text not set up correctly yet