Link to latest status:https://forums.tigsource.com/index.php?topic=44573.new;topicseen#newLink to latest (very alpha) version, for Chrome:https://tjpalmer.github.io/zym/ (And press escape or enter to get into editor mode.)
It even has levels premade now!
Current plan: Use original graphics for now, as placeholder. Once done, get serious about art.
But also leave original art as an option. The display layer is entirely independent of gameplay.
Here's a look at an attempt at 3d modeling for such a future:
Also, it's getting a new name. More on that a different time.
Shot of level with some launchers:
See latest post for link to youtube video.
Codename BnBIn 1994 or 1995, I made graphics for a Lode Runner clone for Amigas, along with several plans for advanced features beyond standard LR. Kept in cold storage for two decades, I have one 320x200 graphic (made in the classic Personal Paint) with all the animation sequences needed as well as sample layout showing level and gameplay ideas. It also includes the appearance of blocks for the level editor.
I recently decided I should finish the old project, with at least one rule: DON'T CHANGE ANY OF THE GRAPHICS AT ALL.
So this is authentic pixel art from 20 years ago.
Here's a shot of the level editor:
And here is the same level in action:
What to call it?20 years ago, I intended the name Gold Runner, but in the years between, a Flash-based LR clone has appeared on the web called Golden Runner, so I don't want to use a similar name. My other favorite name ideas also have some conflict with other things out there. BnB is short for something (not Bed and Breakfast), but since it has a conflict, I've just stuck to BnB for now.
PrinciplesIn addition to using only my original graphics and a good level editor, I'm intent on zero scrolling. Also, each level needs to be describable as just a 2D grid. Nothing fancy. And I want enough constraints in the system to make the puzzle-solving aspect stand out, as in the original.
But I'm not set on keeping everything the same. In addition to enhanced features, I'm tempted to make changes such as allowing falling through the bottom to one's doom, instead of merely stopping at the bottom. And I might not attempt to mimic the exact behavior of enemies in the original. (And I have other dangers planned in enhanced features, too.) Things like that.
Progress to DateI started in TypeScript, targeting web, but I didn't like the performance on mobile. So I've switched to Haxe and OpenFL.
I've tested the Haxe version on Linux, Windows, and Android.
To DoThe next goal is to get the enemies working.
Then I need to get overall app structure.
Then add the enhanced features. (Should I share my full screenshot of all the original graphics?)
Because I need a level editor, I probably also need a central server to share levels, rate them, and display high scores and such.
Big QuestionIs using such old simple pixel art a doomed cause, or is this good enough by modern standards? Is the story of the uncoded project with authentic 20-year-old art compelling?