Quote:
DogP wrote:
I also planned on having a foreground and background to jump between, but that would have required some smart level design for making that useful, as well as making the graphics so you could actually see blocks in the foreground and background at the same time.
Meh. It works alright in Wario Land, but just because you have real 3D doesn't mean you have to use it for that. Personally, I think the whole foreground/background thing is way overrated. Just give me some nice parallax backgrounds anyday.
Quote:
DogP wrote:
I also think a community game would be really fun... if we could break down a game into perfectly manageable parts, rather than everyone writing a short simple game, everyone writes/designs/creates small simple chunks... which get merged into a cool large project that people would actually want to play. Imaging an RPG where someone writes an overworld engine, someone writes a fight engine, someone writes the item, character, etc backend, someone makes the main menu stuff, someone designs characters, someone designs the overworld, someone makes music/sound effects... and so on. I think the most difficult part would be managing the whole thing, delegating responsibilities.
I completely agree. I was thinking during the last month, it would be nice to pool our skills and make something that doesn't get tiring after 15 minutes. It would be a lot of fun except for the organization...
Also, that's a nice collection of cabinets you have there. I never played arcade games as a kid, but I discovered this summer that
Ground Kontrol is only about an hour away, and that place was pretty cool. After visiting that, I sure would like a Tempest cabinet...