An update on The Pro Strikers
Many weeks ago I had officially started this project as "The Pro Strikers", and while that title will definitely still get some development time at a later date, the project has started to shift towards a different direction than I expected. I've decided to scale back the scope a bit and focus on making one very solid gameplay style, instead of 2 less than ideal ones. If this new project goes swimmingly, then the original intention of the Pro Strikers project can be fulfilled in a follow-up title.
As it stands now, the game will be known as "Sassy" and will be based on the golden era of arcade games. This will not only be easier for me to develop, but it will allow me to experiment more and get a gameplay loop that I'm happy with. I also won't need to worry about any on-cart sound or bank switching since the base 7800 is perfect for this sort of game.
Before explaining the new project in more details, I feel it would be best to showcase what was actually developed for the "Pro Strikers" project, as well as providing the demo at it's current state.
I was a few steps away from releasing a playable demo, but hadn't quite gotten in everything exactly as I wanted it, and before I could implement those changes, my focus for the project changed entirely.
Here's where I was at:
This was the current state of the box art. Not finished of course.
From the demo itself:
- A nice title screen was put together for the demo, as well as an interactable menu for all that was going to allow the user to select different game elements to be demonstrated.
- For the initial first demo, I only planned to have the top-down demonstration as a selectable option, with the other two coming in later demos.
- This is the screen for the top-down "Stage."
- This featured a controllable player character "Kasey," a few walls to collide with, a projectile to shoot, as well as the titular villain "Sassy."
Getting the collision detection down was a huge achievement for me and while it's not 100% where I want it, it's a great jumping off point.
Not long after I had implemented this collision detection, I was quickly realizing that I had a lot of the pieces to make a simple arcade style game if I really wanted to.
This was absolutely the seed that led me to think about just making a classic arcade game instead.
After a while, I was pretty much exclusively developing the arcade game idea with notes and illustrations. At this point I knew it was too late, and that this new direction would be MUCH better for a semi-beginner game dev project.
The code I have for the demo will certainly be refined to serve as a starting point for the "Sassy" game.
The demo rom is attached to this post for anyone who want's to see it in action.
So here we are! The project will be moving forward as "Sassy", theoretical 1984 Atari 7800 release, based on a 1982/83 arcade game that doesn't exist (But certainly could have!)
Sassy
A classic maze chase game for Atari 7800
The Basic Concept:
Kasey Chaser is trapped in a maze-like concert hall while renowned singer, Sassy, is on a stage at the end of the maze, singing her heart out.
She seems like a beautiful singer at first, but she has a bad side and will transform into a fast moving mad woman when you least expect it.
It's up to you to navigate the maze and reach the stage at the end.
All the while, the maze will slowly scroll from right to left, and you've gotta be on your toes to avoid music notes that travel outward from Sassy and stun you, as well as Sassy's evil form.
While in her evil form, Sassy will jump off the stage and into the maze, at which point she will chase after you.
Kasey can collect various food for points while in the maze.
He can collect alcohol as well for some much needed liquid courage. While under it's affects, Kasey is able to turn the tables on Sassy, getting brave enough to swing his bat at her and knock her back to the stage.
After two mazes, other roaming enemies begin to appear in the maze.
Each maze gets gradually more challenging as the game progresses.
Next Steps:
I plan on spending the next week or so creating the games graphics. At least all of the game's major elements as well as a title screen, I just love making those too much to skip it.
I'm going to refine the collision code to work around the principles of a maze, and see how to make that work for a maze that is constantly shifting, sort of like the mazes in Devil World for Famicom. I'm sure it can be done, I'll just need to experiment a bit.
I have a rough sketch of the box art here as well:
This certainly emphasizes the transformation and chase aspect of the game concept rather well I think.
I'm excited to share more as this comes together. So far it's been a very interesting learning experience.
Thank you all for your patience.
TheProStrikers.bas.a78