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STGuy1040

Homebrews -- possibly ported later?

What you'd like to see  

9 members have voted

  1. 1. Do you like having a Hi-Score system?

    • Yes
      7
    • No
      2
  2. 2. Would you like the game pace to be fast or moderate?

    • Fast
      6
    • Moderate
      3
  3. 3. Acrade or Story based?

    • Arcade action
      6
    • I would like a story
      3
  4. 4. This game is freeware; are you inclined to download it and give it a try?

    • Yes
      8
    • No
      1
  5. 5. What system would you like to see this on if it could be ported?

    • Atari7800
      5
    • Nes
      2
    • Sega Genesis
      2
    • Super Nintendo
      1
    • Turbografx-16
      0
    • Neo-Geo AES / MVS
      1
    • Neo-Geo CD
      1
    • Atari Lynx
      1


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I've been quietly working on a few homebrew titles for the PC. I know it's not for an Atari system so I am not sure if this post is appropriate here? Please let me know if its not!

 

 

The first design is action-based, and I am sure this may raise some brows, but the concept is along the lines of Gauntlet meets Pac-man. Basically, the player must collect gems of various values (hi-score) while fending off creatures that inhabit a castle. There will be a boss after so many stages (possibly 5 stages) to defeat. It's an interesting twist, and I hope to pull it off. I have one room already programmed and the main hero sprite moving. I am in the design stage of creating creatures, obstacles, and collectible items for hi-score purposes. I'd post the tech demo but it's uneventful at the moment; the hero sprite can be controlled and be made to walk from one end of the room to the other (i.e. with scrolling background) but that's it.

 

This is going to be a freeware project for all to enjoy. I am dabbling with the idea of having some of my games ported to the Genny (my favorite 16-bit system), SNES, Neo-Geo CD, and possibly others if I can find the right group of people to assist. I am trying to retain a more classic look, so I am not using fancy rendered graphics. A playable version should be done but December, but I am not promising anything at the moment. We shall see!

 

Note on the perspective: I am going for that abstract Japanese look where the sprite perspective seems different than the background. Some early Japanese games were like this. Anyway, here are a few pictures:

 

 

It looks empty and uneventful but that will change (playfield & sprite):

 

pic1.JPG

 

 

A few enemy sprites:

 

 

knight.jpg

 

dragon.jpg

 

skull.jpg

Edited by STGuy1040

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