After having a bit of a hiatus from working on games much for a few months, I’m back and making games again! This first post will be a bit of a summary of what I’ve done for the past while to get everyone up to speed, and future posts will be much more devlog update style.
Final Eclipse
I have been working with Jeff on getting Final Eclipse much more up to par with modern standards. In particular, we have successfully ported Final Eclipse from ika over to Pygame. Since FE doesn’t really use too many core ika features like maps and entities, this was fortunately not too difficult. Although one nagging rendering issue remains to be squashed, and there are still some map scripting features to be fully brought back and tested, I don’t see any roadblocks beyond that. Once that is done, then we can start actually working on game engine features and content again. In particular, I want the game to be converted to modern widescreen standards. Corey is also willing to put some time in to create some new art assets, once his paid work is a little less busy.
However, right now, my focus is on freshening up another ika project:
Winter
Winter was a 2003, 3 week compo project made in ika by andy, corey, Thrasher and I, with infey contributing the music. I’ve been wanting to get Winter into a more playable state for a long time now. Not that it’s ever been not playable, but simple quality of life features, bug fixes, better difficulty balance and the like. Features that have been successfully implemented so far are:
- More data visible in save files, including player location.
- Indicators for damage both given and received.
- Level ups now indicate which stats have increased.
- Mostly working automap system - just now need to save what areas have been visited.
Among many more. Most of what remains is some minor bugfixing, additional map content, rearranging a bit of of the map and where certain items can be found, and a rework of the final boss. I also want to redo the story entirely to something that makes a little bit more sense.
Look forward to more updates on this.
Once Winter is done, we can also look forward to:
Fukyuuten
A spiritual successor to Winter, made in another compo in 2004, with mostly the same team. I want to bring Fukyuuten (or FU10) back as well, but it’s one I want to get done fairly quickly - mostly just bringing in the damage indicators I added to Winter, the automap for the dungeon area, and rework a few of the dungeon rooms. It would be cool to expand on this game to give it far more content, but this is not a priority for now. No work has gone into this one as of yet.
And then finally, the big one, the moneymaker so to speak:
Mannux
Last year I released this on my itch.io page just so it would finally have a home for people to play the latest version. Unfortunately it never had any real push to have a real game made out of it - the game as is, is just running and jumping around a few rooms, finding a few hidden health ups and killing a few enemies, an engine demo more than anything. But thanks to Jeff again, we are now in the process of porting the game over to Godot:
Not much to announce or see yet, and I’ll want to at least finish Winter and FU10 before putting much time into it. But this has always been my dream game to finish, and finally I have hope it can be done!
In terms of any new games, I started prototyping a starship constructor/simulator game in Godot. Again, this will take a long time before I can put much effort into it, but I have a lot of ideas. With any luck, Hyptosis might even contribute to it, as he has also wanted to build a similar game!
So that’s where my projects stand at the moment. I’ll do my best to keep on a weekly schedule of updates, even if it’s just map screenshots for now!