I had posted earlier about the perks of having prototypes, but there are a lot of bad things about having one too. I want the game to have a lot, and kind of go back to the SNES roots in a way where games had a certain standard and a style to it. For example, every game pretty much on the SNES used some kind of mode 7(8?spppp) effect.
With the game I’m making, I can’t really push anything with the program that I use. It’s frustrating to have a concept, and create almost everything for it, and it’s just clunky, and it doesn’t meet your standards. Anyway, I base a lot of stuff from SNES games, I want to kind of re-visit some of the aspects of that era’s game design and implement it into my own project, because I think they were frickin’ awesome.
Basically, during dungeon encounters I want things to be really interactive, and have a lot going on, and have things around the character be relevant and important, not just being a simple backdrop. Just to get more to the point, I am a fan of BattleToads game mechanics with racing, and fighting, and they did a lot of different stuff so, in the video it’s similar in concept but that’s it.
It sucks, because it’s really clunky, the movement is really limited. I look at it and it’s just something that can be really good if I wasn’t held down by the game engine itself. That’s kind of why I’m trying to find ways to roundup funding in the future. Like, I can’t even show the helicopter fully, because I can’t animate the propellers, the engine is not really capable of that. I want so much for this tiny-tiny part of a dungeon and it sounds silly but, it is about making most out of a simple concept. I can’t use snake arms, so I can’t have the helicopter have robot arms and throw cars, and items and crates at the hero to dodge, I can’t have the helicopter pull up on the side and shoot a machine gun and have her dodge that.
There are a million things I would do with this if the engine would let me. The most frustrating thing about it is, that it can be done if I had a different program. It’s not like I’m asking for the game to be in 3D or something ridiculous, just a little bit more freedom and wiggleroom for design.