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Post by Deleted on Feb 18, 2016 9:20:47 GMT -5
Probably better posted on an indie game dev specific board but I'm more comfortable with this crowd. I've completed commissions before but never on this scale. Meaning, I expect this project to take over 6 months. What are some good personal habits, tips, lessons learned when dealing with sizable game commissions? All I can think of is keep distractions at bay, focus and have multiple backup methods
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Post by Deleted on Feb 18, 2016 10:25:54 GMT -5
First Commercial Game Commission Nice Good luck! What are some good personal habits, tips, lessons learned when dealing with sizable game commissions? Split the project into milestones that encompass ( at most ) a few weeks each .. and stick to them. If you finish a milestone before its deadline, continue with the next milestone! And if for some reason you start missing deadlines, notify your client about it immediately so you can reevaluate your planning. Out of curiosity, what console / platform are you developing for?
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Post by Deleted on Feb 22, 2016 0:48:34 GMT -5
I appreciate the response Titan. Believe me when I say I take each piece of advice to heart. Although it sometimes takes years to digest It's the Sega Genesis port of Sydney Hunter & the Caverns of Death. Alek Maul is ahead of me on the SNES port. This is a great thing as I can occasionally query him for advice. I think I can simulate most of the features seen in the YouTube videos. Might have to use sprites to pretend an extra foreground layer.
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Post by Deleted on Feb 22, 2016 10:18:00 GMT -5
It's the Sega Genesis port of Sydney Hunter & the Caverns of Death. Neat! I remember reading about the SNES announcement last year. Are you doing both "Caverns of Death" and "Curse of the Mayans"? I think I can simulate most of the features seen in the YouTube videos. The lighting effects might be a bit of a challenge. Are you going to stick with a per-tile palette-swap effect like the MSX-style original, or something more fancy like a combination of highlight and masking?
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Post by Deleted on Feb 24, 2016 18:45:53 GMT -5
I was switched from Curse of the Mayans to Caverns of Death. Caverns of Death seems to be farther along so it's been much easier to get needed assets.
I think I can get away with using one plane for the level and another for the lighting effect or rising lava. Basically scrolling a foreground plane around the player for a spotlight.
I'm hoping to fit the game engine and a single level into 256k. If I can do that a SegaCD version would be easier. BEX could just load the next 256k binary for the next level.
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