I've started another project:
The Dawn of KernelI had that idea of making a shooter for the CPC, so I started looking at hardware scroll and few tricks and I didn't get too far. Oh, well; far enough to conclude that it is a bit fiddly (it doesn't quite work in all emulators).
Then I thought: do I really need scroll for this? My new engine may be alright, with few tweaks because a shooter and a platformer have different requirements.
So I started this game, that shouldn't take me too long to finish; in theory.
The usual bits:
- Targeting the 464 (64K), single load
- Mode 0
- Custom code based on my "mini-buffers" tile/sprite engine, with some help of CPCRSLIB for the controls and few annoying bits
- Updating at 25 FPS (I usually go for ~16.6)
- I plan to use Arkos 2 for audio
Two differences compared to my previous games: 25 FPS (is going to be challenging for sure), and Arkos 2 (I've briefly looked at the code and it should be OK to integrate in my codebase but I'm still not sure re: effects).
The gameplay will be inspired a bit by Cybernoid, Starquake, Jet Paco, and few other ideas that I hope will play well together. I mean, it looks quite Cybernoid already, but it'll be more than that (more exploration and less frantic shooter).
Some updates I've been sharing on twitter (@reidrac ; you know where you can find me):
https://twitter.com/reidrac/status/947772612532494336https://twitter.com/reidrac/status/947958119912554497I may be spreading myself too thin, but we'll see.
Kitsune's Curse is still going, but it kind of requires more inspiration because the story and all. I have another project in background, but I'm still not sure it makes any sense; and also a collaboration with
@Carnivius that I pushed a bit to the end of the queue because I'd like to get the Arkos 2 thing under control.
Busy year ahead. I didn't release any CPC games on 2017, but I did a lot of engine work that should pay off in 2018 and beyond!
Watch this space.