12/18/2022 0 Comments Faraway puzzle escape papers level 1![]() So I put the project down, seemingly indefinitely. At this point I couldn't even figure out how to make the scrolling crush you. And even if I made six minutes of level, I'd want it to play well, look pretty, and tell some sort of story. M aking just thirty seconds of level was tremendously labor intensive Ecco's climax is almost six minutes long, plus a boss fight. T he technical and creative labor that goes into making something like Welcome to the Machine was much more difficult than I anticipated. It was, naturally, a complete knock-off of the climactic level of Ecco the Dolphin, which I'd also played and loved that year.īut it just wasn't coming together at all. Essentially, the scrolling was the primary threat. The scrolling would change direction without warning, and getting caught between the edge of the screen and a wall would crush you. ![]() Instead of just moving right or up, the camera moved in all eight cardinal directions. What made the game different from other shmups was the camera's irregular scrolling. For music I nabbed one of my favorite Donkey Kong Country tracks. ![]() I swiped the controls and graphics from Daniel Remar's Hero Core, a game I'd played and loved that year. You could shoot in both horizontal directions: Z to shoot left, X to shoot right. ![]() You controlled a little astronaut avatar, flying them around the screen with the arrow keys. About four years ago, I put together a short prototype for a scrolling shooter game. ![]()
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