Last night I got sidetracked into making a joke game for the REALLY BAD IF Jam.
If you play it, please forgive me.
Last night I got sidetracked into making a joke game for the REALLY BAD IF Jam.
If you play it, please forgive me.
By this measure, what I'm working on is just shy of 90% complete. Of course, that final ten percent may actually be a bit more consequential than it seems - it includes things like adding a hint system, for example. And I have also just decided that I want to add an expanded end-game.
But I did recently run into some issues where it turned out I was bumping into limitations of the Z-machine (the classic text adventure engine this thing uses), so we'll have to see just how much more I can expand it...
This next instalment is following its genre a little more closely, it being one that's very close to my heart. It's a bit difficult to tell at this point exactly how diluted it is, and how much of an acquired taste...
I do also have a good idea what I'll be doing for the third game, but at this point it's counterproductive for me to start planning it out in any detail.
I've played almost every mainline Resident Evil game they've ever made. I've never played the original version of the first game, and I still have to get around to the recent remake of the fourth one, but that's still a whole swathe of the most influential franchise in a particular (sub?)genre of games.
What I've been doing lately is playing through some of the other survival horror games. Your Silent Hills; your Dino Crises; your Parasites Eve. Compared to the homogenised (streamlined?) triple-A games of today, there's some real character to the way these games are put together. I mean the mechanics, the structure, the controls... Attempts were made. Things succeed magnificently and fail gloriously. (I'm not pretending there aren't still games made in this mould: your Signalises; your Heartworms.)
I don't know why I'm mentioning this. No reason, I guess.