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WIP Game for 7800: Dream Princess Adventure


gorfcadet

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Hi everyone. Been awhile since I started a topic, but I've been lurking and posting for ages. I had started a shooter game once upon a time that was meant to be a 7800 homage to my favorite shooter, UN Squadron. In doing so, I learned that I'm not bad at design and sprite work, but I stink at coding for 7800.

 

I had gone back and forth with a programmer and we had come up with the framework of the game whose assets I am sharing with the community. It was meant to be an XM game, but it could just as easy be done on a new pcb with hokey now I suppose.

 

I just wanted to share this because it has been gestating for a long time and my health has been back and forth. Reoccuring kidney stones and a small hole in my ticker. :( It may never be finished which makes me sadder than you know, but I wanted to share and say hello to others that I hadn't conversed with in ages. I hope AA'ers are well and maybe some of you like taking a peek at my sprites and gifs. I also have the design for the first part of the game from a pdf that I built to explain hidden bits and layout. I'm not sharing the rest in case I do get this finished, can't spoil the whole thing.

 

My inspirations come from WayForward's Shantae series and I hope you can see my love for Konami and 80's platformers in my graphics. The idea comes from Konami's Dream Penquin Adventure which never made it to the states. I wanted to make a game where dying is so much the concern as being too slow and poor to win the princess's love. You have to navigate the castle quickly stealing as much of the witch's gold as you can AND make it to the princess's rescue! If you're too poor when you get there you'll get snubbed and the "bad" ending. :) If you are too poor and too slow she'll dump you and give you the game over before you even get that far!

 

Our hero, Sir Kent

Msg 21935 0 30945400 1358548710

If you're going to storm a witch's castle beware her cat!

ROCKETCATBARRELROLL.gif

CLONEPROCESS

CLONEKITTY

click for animation

 

Of course, there is the maiden, and the dancing girls!

GIRLFRIENDINPERIL

CANCAN

click for animation!
Other baddies!

aBADDIECOMPOSITE.gif

FLYINGBABYDRAGON3

BADFISHY

 

The start of the game...

GAMEDESIGNAREA1.jpg

AREA1A

AREA1C

AREA1B

The witches and their birds...

BADBIRDIESDEMO

WENDYnWANDA.gif

 

 

Anyway, thanks for looking guys and gals and feel free to message me with questions or post them here. I'm hoping to get back on this since the main character is dedicated and named after my son and my twin daughters are in the mix as well.

Edited by gorfcadet
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Thanks guys. You have to constantly collect clocks to keep the timer full so the alarm in the status area doesn't go off and wake the dragon. The princess will get bored if the timer gets too low and her love meter will drop. You can raise her love meter by adding time and treasure. The higher it is, the better your ending and it will determine access to certain areas of the game! The princess isn't the only lady with eyes for our hero though! There are plenty of NPCs already designed you will need to help or avoid to progress.

 

I'm hoping to get more level designs to my programmer this summer. My focus on design is fun and funny; not frustrating. I want a casual skill level to be able to finish, but better endings for those who practice, search for secrets, and play with finesse. IMHO the best games aren't the hardest, but the ones you replay to beat better than last time. I'm thinking Duck Tales and Contra. Most of us can beat those, but we go back because they're fun.

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I'm hoping to get more level designs to my programmer this summer. My focus on design is fun and funny; not frustrating. I want a casual skill level to be able to finish, but better endings for those who practice, search for secrets, and play with finesse. IMHO the best games aren't the hardest, but the ones you replay to beat better than last time. I'm thinking Duck Tales and Contra. Most of us can beat those, but we go back because they're fun.

 

Now that's a very Nintendo design philosophy, I will say :)

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Thank you Mayhem! I'll take that as a high compliment! I'll share my deisgn with parts blacked out when I finish sometime in June. The plan is for a hub area with five branches; one leads to the end, but all are advised for the best ending and treasure. Like Mega Man, there is a best order to proceed. You can backtrack some, but clocks won't respawn! tick tock tick tock! :)

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I'll post updates to my game map/design when I have a chance or make progress. I took an extra day of spring break so I prodded ahead today. If you look at my map, you'll see I added the screens for the "boat stage." Think Moon Patrol in a boat. It's about left and right movement with a jump to keep you from hitting bad fishies, stalactites, bats, and the river dragon! The risk vs. reward element is there as you decide if the time extensions and treasure the bats are carrying are worth it!

 

You'll notice I haven't said how you get to this point. You can beat the game without doing this, but I wouldn't. :) I'll just say the zombies are hungry.

 

When the design is finished and my partner takes over, I'll turn my attention to turning this finished design into a Zelda style map... with omissions and blacked out tiles of course!

 

Do I know how the whole thing works? Yep. you can see a page of my map rough with my notes that I was scribbling on today. You can try zooming in for spoilers.

 

DPA MAP

IMG 2163

 

Back to work (teaching) tomorrow! I'll try and accomplish at least a couple of screens every weekend though. I have to be careful that each screen leads to where I mean for it to. Except for a few special sprites for Kent, my graphical assets are done. Level design is the fun part for me after sprite work.

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