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Keatah

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Blog Comments posted by Keatah


  1. 99-cent or free-to-play can support game development. Just not the mega-multi-million dollar productions - if that's what you call traditional.

     

    To me, traditional game development means the style that was in vogue up until the NES came to be. That means a smaller team or single author.

     

    These multi-million dollar franchises, to me, are bloated cancers upon the industry. Without even having thought about it over the years - all the games on my current systems are simulations and small productions done by individuals.

     

    I don't care how big the production, or how big and famous the name, or how big the publisher's dick is: if the game doesn't have a classic and living feel to it I typically don't bother.


  2. I had a serious full-size-monster collection going, every system from 1976 through almost 1990, spanning an entire 3 rooms, master bedroom rooms.

     

    Over the years I disposed of things bit by bit and recently, unfortunately, accumulated a ton of Apple II stuff.

     

    Now I have to dispose of that too, it's like 2002 all over again. This is beyond hoarding!


  3. A level editor could provide the basic "waveform terrain" stuff. Yep. It could also place moving objects and enemies and lazers and shit like that. The terrain could also have swooping spirally caves and stuff.

     

    I would propose that we first get a game going and then worry about level editors. Game variations 1-4 should be exactly like the arcade. 5-8 could be two players co-op and 9-12 could be a race to see who can land first.

     

    The graphics can be done vector-style of course.

     

    I would also propose that the level editor be a PC application. There's no need to hinder the level making process with a joystick. Or we could for authenticity sake. It seems that with the Harmony cart being as such you could make your levels on the PC and plug them into the game. This would be a first for the VCS! And we could share and download them too.

     

    More and more as time goes on, and as more sophisticated homebrew ideas come up we'll be relying more and more on the DPC+ ARM from Harmony. And the VCS itself will become more like a display device, a big old honk'n primitive sound and video card slaved to a modern processor inside a cartridge. A docking station. Little more than a playback device providing resources to a more sophisticated computer. The TIA/RIOT/6507 connected to an RF modulator are there to "enforce" and set a standard and get you connected, 70's style. What goes on in the cartridge slot? Who cares?

     

    With the internet in full swing these days, ideas and concepts are going to flow faster and faster and programmers will want to use modern tools and yet keep the 1970's look and feel of classic VCS gaming. This is how it will play out, and several games have already been done this way.

     

    Everyone has seemingly accepted the Harmony cart as a valid add-on and it's been field proven a thousand times over. The infrastructure is in place and we have the tools. I see a whole new breed of VCS gaming rolling into town.

     

    This, folks, this, *IS* the future of VCS gaming!


  4. IIRC there are 4 game variations in Lunar Lander, 2,3,4 will let your LEM rotate through 360 degrees. And if I may say so. I have several versions of MAME going, and I'm even running an old version through dosbox to maintain a certain level of compatibility for a certain game.

     

    I tend to not always have the latest and greatest release of MAME. I also don't do a massive rom collection. Too many fighting and beat'em ups.

     

    And there's nothing stupid about Lunar Lander. Nothing at all. I believe it's high-time it gets a proper VCS version. Perhaps even with a level editor?

     

    There's a ton of talent out there. And the VCS is certainly capable of doing LL. Look at recent stuff to hit the market, you've got SpaceRocks, Star Castle, BallBlazer(wip not rip I hope), Stella, DPC+ Harmony, yes! It's just a matter of getting down to it. And these concept screenies are great too.

     

    I've got some kick-ass concept art that would suit this game to boot. Something that would convey action quite impressively.

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