Punch wrote:
Thanks everyone
Alp, those screens look amazing... I'm starting to reconsider the look of my game now

I also love how flexible your design is in regards to wall three dimensionality, but I feel like there are too many unique tiles required to draw all possible screens due to pattern overlap. How many tiles did you spend on your screens?
I need to find a decent tool to create art, even something like a 1-point perspective corridor is difficult to draw using NES Screen Tool or YY-CHR.
Heh, thanks!
I was inspired by the visuals in "Hired Guns", on the Amiga, and wanted to take a stab at wall height variation.
Uh... It's been a while, but I seem to recall slightly tweaking the brick patterns to tile better at some point, and getting it down to 180-something tiles, more than enough room left for a basic interface (font + frame). Unfortunately, after
finally upgrading to a new computer, I'm not really sure where the "NES improved" version of the CHR ever went.
infiniteneslives wrote:
FWIW I feel uniqueness should be judged against all games prior to the compo, not against entries in that compo. Pulling off decent 3D on the NES is exceptionally unique regardless of how many entires coincidentally pulled it off in that year's compo.
It's also about the game play in general, 2-3 different games which happen to use 3D can be completely unique from each other. Just as platformers can be very unique from each other as we saw last compo.
This is a fair point. My own game was going to have dungeons built out of large cubes, allowing me to take advantage of the height variation, to create interesting environments, and Dungeon Master-like puzzles, with more obvious solutions (pushing walls to make bridges, anyone?). I haven't touched the project since I got the basic map parser working, though.
The game would have had "real-time" combat, in a similar fashion to Dungeon Master.