moechofe 2021-08-25 10:09
I always wanted to share the rules I'm trying to follow when designing and developing a new game/project. Not sure if it will help you. Feel free to post yours.
Avoid the 8x8 block style looking
My solution can be using a 16x16, 16x24 or something else. Or by mixing assets with different size. On my game Poink! I'm using a 8x12 and I overlap the assets by alternating BG0 and BG1.
Putting most of the data in ROM
It's way easier to put game data in DATA/READ and then copy it to RAM or in variables. But it will also cost double the price. By putting them in ROM/FILE, it cost less and still easy to access with PEEK(). Also, it allow/force to create custom editors for you game data that is really fun to do.
Never start by the title screen
Always start by the game loop, and work hard on input and feedback. Input should be clear, no explanations need to be told to the player. Feedback should be everywhere, visible and/or audible.
Don't use title screen as project cover/screenshot
It means nothing for other users, use a game play screenshot instead.
Don't use the standard font
Creating a custom font will help with the ambiance to the game.
Try to limit consumption on every new features
Characters, Colors, Palettes, BG cells, Sprites, ROM/FILE, RAM, variables/arrays, Tokens, CPU cycles. Everything is limited in lowres nx. Each features must consider the ratio between the space it takes to be stored and the speed it needs to be used.
Create copy of the project regularly
Typically after each big feature update. It can help to solve regression bugs by diffing against working backups.
Timo 2021-08-25 15:30
“Don't use title screen as project cover/screenshot”
Timo 2021-08-25 15:34
Regarding 8x8: I think there are artistic ways to solve the blockiness. And for me the second BG is more important for special effects like scrolling.
G-9 2021-08-25 20:05
essagoesover 2021-08-28 17:13
yep good :3