Another great ps1 game from my childhood, one of the best on the platform IMO. It’s a 3D hack n’ slash mixed with RPG. It has an interesting progression mechanic: when you defeat each chapter’s main boss you can then choose your character’s destiny by marrying a princess you’ve just saved, or a girl you’ve met during your journey, or even a fellow dragon slayer (who’s also a girl). After that you’ll continue to play as their son/daughter in the next chapter. This process isn’t randomized in any way, you have to make several playthroughs to unlock all possible variants. And that’s a good thing, ‘cause it makes for a better “richer” story.
Can’t say i’m a fan of remakes, i think old games are just fine the way they are... But i’d lie if i say that this isn’t ABSO-FREAKIN’-LUTELY GORGEOUS!
“Hardcore” - Turrican-esque shooter from 1994 for Sega Megadrive by DICE/Digital Illusions, sadly unreleased :(
Long story short, Psygnosis (game’s supposed publisher, who owned and still owns the licence to the game) decided, that Megadrive is done for and cancelled the development of all unfinished games at the moment, Hardcore was 99% complete. I hope we see this game released one day.
This is the most interesting cultist-to-monster transformation so far. Nice!
back in the saddle after a demoday break.
This little guy makes the cultists that are currently following you follow him instead, but he can also take them into small gaps that you cannot follow.
The two main issues for me are low quality sound output and sprites, that have too much “volume” (appear at foreground instead of background). First issue can be fixed with better optimization. Second issue requires some sort of depth recognition, but i’m not sure if it can be done without accessing game’s code, which is impossible with licensed NES games :\
It’s still in beta so things will improve, i’m sure.
For the past few weeks i have been working on turning this into what you see now. I could've posted a video earlier, but i wanted to add as much features as possible so i can show more stuff in the video. As you can see at this point it's a 2D platformer with a rope gimmick.
So far the features are:
- screen scrolls on both X and Y axis (no "one room = one screen" restriction);
- double jumping, if player slips/falls off of platform without jumping, he can make one jump in the air;
- jumps "arc": instead of going up/down at constant speed, player slows down as he gets closer to maximum height and builds up speed as he starts falling (also, i made falling a bit faster than jumping, so it doesn't look like player is floating in the air after reaching jump's peak);
- player can attache rope to certain tiles and swing on it;
- player can jump off the rope while swinging and one more time in the air;
- player can regulate rope's length and go up/down while swinging, if player is close to exceeding rope's maximum length it starts flashing red and then player falls;
- player can shoot bullets with various trajectories;
- level editor with saving/loading functions;
- tiles can be placed with precision (zero pixels between each, think grid based placement) or freely (as long as they don't interlace with each other);
- tiles can be rotated 90, 180 or 270 degrees;
- three types of blocks:
1) solid, that player can stand on, attache a rope to and can't shoot through;
2) solid, that player can stand on, but can't attache a rope to and can't shoot through;
3) transparent (background), that player will fall/shoot through and can't attache a rope to;