Update 7/9 - Trailer video!
Link to the trailer:
The following message was written on June 24th.
By next weekend, I'm going to pass the files off. Expect 3-4 weeks after that point to see the game out there. I'm still in talks about the LE version, but it's finally going to be done.
For the release, there will likely be two options.
#1 - Cart + manual for approx. $35
#2 - CIB + an art booklet that showcases unused/altered ideas for about $7 more.
Expected to post a trailer sometime soon.
OLD MATERIAL BELOW
Demo videos
- Demo video of the gameplay.
- Demo video of first area and boss
- Demo video #2 of 3 various sectors
- Demo video #3 - new features and another area
- Demo video #4 - Intro stage and prelim. cutscenes
- Demo video #5 - Status, manual, and label
- Demo video of the intro cutscene
- Demo video #6 - Revised intro stage & intro scenes
Well, Project Shmuppy is going to go on hold. C++ is annoying, but I really do want to get back into it sometime. Maybe I just need some more resources for the game to motivate me.
But without that, I have nothing to develop! So, I figured I'd plot out my planned sequel and see what you think.
Thus far, I've got a ROM to compile that has similar room data and also uses compression right from the get-go. I'm hoping it'll be much easier to get the general engine done as I've already done it and know what needs to be done. That said, here's what I'm thinking of doing:
-The general gameplay will remain the same. No scrolling, continue points, etc.
-Feather and double jump would return.
-Keys would likely return, but in smaller quantity.
-Phase out the infinite O2 upgrade (Timmy will be part fish) and possibly the high jump (just have a fixed height; don't know yet)
-2 villains this time around and more interacting with them.
-New block types such as ice, conveyors, and sludge (water that's hard to move in)
-New wall grip upgrade. This would allow you to do like Ninja Gaiden, only it would be restricted to certain walls. The walls themselves will have a distinct look.
-New sludge maneuvering upgrade. Basically makes sludge BE water.
-POSSIBLY have a super shot that can be found like the missiles in Metroid. It's finite.
-Continue points will give you your password or continue count right on-screen. No need to die.
-Possibly have an in-game death counter.
-And for the final project, bunny had said I get to choose what color the carts are. I'm leaning towards yellow or teal. But more on this later.
These are just ideers. I have plans for enemies and bosses too, but you aren't getting those here.
So, what do you think of the outline?