Foxen - A Demo at Last!
I've got a demo of Foxen ready! It features a (very simple) level (bunch of terrain) made in the level editor. You can run around and play on the hill.The level takes a bit to load, though. I'm going to use a level loader that loads in steps (One step per face) in the next update. (Hoping to not remake the long, static loading screens of Rose Ninja...)
Controls:
- Arrow keys left/right to move
- Z to jump
- Hold X to run
Pick it up here!
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Comments
I like the feel I have, but I'll grant that it feels like something (Well, a few things...) that I've done before. The finished game will play a bit differently than this demo.
I see your point about doing something novel, though. There... There are a few things I've wanted to do that would be more novel for me (A zelda-like, for example, or a metroid/castlevania open-world game), but they've always seemed like they'd be too much to take on.
Should I aim higher than this? (I'm thinking the answer is yes; Kind of a rhetorical question)
I'll look at my design, and see whether I should be doing something more ambitious.
Thanks for the advice, I'll take it to heart.
---Akake
Anyway, maybe I'm just noticing superficial similarities. There's nothing wrong with platformers, after all. They just tend not to be all that innovative, in my opinion. I'm looking forward to seeing you actually complete this game. :)
Progress is likely to be a bit slower than it has been, though. I'm currently working on a couple of different projects right now. (One big one that will take a long time, one medium-sized one, and Foxen)
It's weird: In the past week or so, I've found myself much more inclined to work. I might actually get these things done. It's really exciting: I haven't felt this way in 4 or 5 years.
I'm looking forward to getting Foxen done, too. I've got other things in the works while I'm at it, but those are doable, too.
Thanks for the encouragement :)
---Akake
Cosmologicon on 2010/06/22 01:50:
I think it's great that you have a working demo. It's always nice to have something to show for all the thought you put into something. I also think it's great that you have a technical goal of speeding up the apparent load time. A responsive game always makes a good impression for Pyweek.If you want some criticism, it feels very similar to both Rose Ninja and GunFox. I'm sure everyone is different, and there's something to be said for honing your skill in a particular area, but when it comes to Pyweek, I never want to do something I've already done, you know? For me, I think I would be more motivated the more novel the concept is. Just out of curiosity, have you written (or half-written) any other games in Python that I could look at?