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#21 |
cheeky scoundrel
Join Date: Nov 2004
Location: Spijkenisse/Netherlands
Age: 42
Posts: 6,972
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Crud! Coagulus is the winner. I am indeed brooding on a fun version of Wonderboy in Monsterland, this time in a gigantic all direction scrolling world with RPG quest elements and of course the ability to save your progress. Towns, hidden upgraded equipment that you have to quest for, secret caves, perhaps even a leveling system. Wonderboy lends itself wonderfully for such a setup, with some gameplay improvements like smoother jumping and collision detection and such. Personally I can imagine many a fun hour building additions to the game world. The game itself is quite easy to build as a tile based platformer, the only thing that will be a challenge is to make the quest system flexible enough.
Well now that the secret is already out, what do you guys think? |
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#22 |
Global Caturator
Join Date: Aug 2004
Location: Porando
Age: 43
Posts: 6,108
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gimme gimme!
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#23 |
HOL/FTP busy bee
Join Date: Sep 2006
Location: Germany
Age: 46
Posts: 31,964
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#24 |
cheeky scoundrel
Join Date: Nov 2004
Location: Spijkenisse/Netherlands
Age: 42
Posts: 6,972
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my idea is to release constant progress updates that are actually "playable"
![]() While we discuss ideas to put in the game, I finish the LevelBuilder app. |
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#25 | |
Missile Command Champion
Join Date: Aug 2005
Location: Germany
Age: 52
Posts: 12,457
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Quote:
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#26 | |
Registered User
Join Date: Aug 2007
Location: Tasmania, Australia
Age: 39
Posts: 1,198
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Quote:
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#27 | |
cheeky scoundrel
Join Date: Nov 2004
Location: Spijkenisse/Netherlands
Age: 42
Posts: 6,972
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Quote:
![]() Anybody else have some burning desires that they just want to see in a game like this? Feel free to share! Tell your friends! (IE. the dudes that don't seem to even give the amiga game factory forum a look for some reason or another). |
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#28 |
Posts: n/a
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A Wonder Boy in Monsterland port for the Amiga ?
Wow ! WBML is actually one of my 5 all times favourite arcade games !! I remember, back in 92, just after finishing my last high school year, I spent my summer working and finally bought an arcade cabinet, a dream becoming true, since my first arcade experience when I was 12 or so. The cabinet was second hand and sold with Black Dragon (jp version of Black Tiger). And soon after I bought the WBML jamma card. I played it countless time ! I got my first Amiga (a A1200) some months after and I was very disappointed when I saw most of arcade port (Black Tiger, Double Dragon, Vigilante, Altered Beast, Shinobi... and WBML !! Aaarg ! It was terrible !!). Although you want to make a modified conversion (more on the RPG side), I have a question : would you be willing to port the game faithful to the original ? At least, a version for the original WBML fans out there, that plays the same than the jamma one, so that fans could enjoy the arcade experience again, but on their Amiga. And using this engine you could enhance it to make your RPG version. Would it be possible ? ![]() ![]() ![]() |
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#29 |
Global Caturator
Join Date: Aug 2004
Location: Porando
Age: 43
Posts: 6,108
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Sorry to burst you Bobble Bubble there matey, but see post #6
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#30 |
Posts: n/a
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Damn !
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#31 |
cheeky scoundrel
Join Date: Nov 2004
Location: Spijkenisse/Netherlands
Age: 42
Posts: 6,972
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besides, there already is a port for the Amiga
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#32 | |
Missile Command Champion
Join Date: Aug 2005
Location: Germany
Age: 52
Posts: 12,457
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Quote:
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#33 |
Gets there in the end...
Join Date: Sep 2005
Location: Wales
Posts: 872
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#34 | |
cheeky scoundrel
Join Date: Nov 2004
Location: Spijkenisse/Netherlands
Age: 42
Posts: 6,972
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Quote:
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#35 |
HOL/FTP busy bee
Join Date: Sep 2006
Location: Germany
Age: 46
Posts: 31,964
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But the PC Engine ones are a lot better : http://www.mobygames.com/game/turbo-...nd/screenshots
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#36 |
Join Date: Jul 2008
Location: Sweden
Posts: 2,269
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Would love to see a game similar to Wonderboy and the Dragon's Trap on the Amiga. It's interesting how console games often had more depth and feeling than Amiga games, and computer games in general. I think the console developers had bigger visions and focused on the experience whereas computer developers seemingly focused more on technical details.
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#37 | |
cheeky scoundrel
Join Date: Nov 2004
Location: Spijkenisse/Netherlands
Age: 42
Posts: 6,972
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Quote:
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#38 |
HOL/FTP busy bee
Join Date: Sep 2006
Location: Germany
Age: 46
Posts: 31,964
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You right about the colour abuse in some sprites, but overall the design looks more sophisticated. I'm sure you'll find the right balance
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#39 | |
Missile Command Champion
Join Date: Aug 2005
Location: Germany
Age: 52
Posts: 12,457
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Quote:
![]() Last edited by Retro-Nerd; 26 June 2009 at 18:21. |
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#40 |
cheeky scoundrel
Join Date: Nov 2004
Location: Spijkenisse/Netherlands
Age: 42
Posts: 6,972
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in any case, here are some gameplay/overall improvements I aim to make. Feel free to add a few ideas of your own you know!
- remove any "technology" stuff (no conveyor belts, the dragon will not be robotic) - improve jumping to be more "mario" like, giving you more control - improve collision detection so the game's attack system is less frustrating - bounce back when an arrow/bubble hits your shield will be far less severe - ability to switch between secondary weapons (bombs, fireballs, etc.) - colored equipment like in the arcade version - the color determines the strength - no time depletion - save "houses" (no saving just anywhere, that is too easy) - you keep all the swords you find and you can switch between them at save "houses". Maybe the same for armor. Could give the possibility of having fire resistant armor and such to help you get through a specific lava section. - to aid in the quest system that will be added, you will have a "quest inventory" that will show you all active quests, and a short, probably cryptic, description of the next step to be taken. More improvements will follow. |
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