New 32x game in development!
Posted: Thu Jan 19, 2023 4:53 am
Everyone:
First off, I want to thank everyone who made this place possible for great minds to post and help smaller minds like myself achieve big dreams! Secondly, I want to thank all those great minds who has been helping me thus far and continue to help me in this journey.
For years now I've been wanting to develop a 32x game and many have said, just write a Genesis game instead using the SGDK. While I still may do that in the future, I've decided that I'm going to officially write a 32x game instead. Now, before everyone here reads this and checks out thinking "ok here's another guy who's feeling nostalgia about his game rearing and this isn't going anywhere" I'm a solutions architect by profession that started off as a developer. I've actually launched my own gaming studio in 2016 and have launched 3 games (none of which make me rich, which is not the point. I just enjoy the creating process!) The last game was launch in IOS and Android devices in 2020. So, Lord willing, I'm committed to make this a reality.
Now after establishing some cred I am now going to humble myself. Developing against retro tech is no joke and far removed from my C# and Java development days. There are many more smarter people than I on this forum who have wells of C and ASM knowledge that I hope to glean some wisdom from. I make no claims that I'm God's gift to programming lol. So, I'll be learning on this journey along the way that will dust off my C skills and establish new ASM foundations.
TO THE GAME!
I've always been a fan of the 2D RPG Genre and seeing that the 32x really didn't have one (think some claims that Blackthorne is the closest) that's what I'm going to be making. A lot of my inspiration will come from Dragon Warrior from Nes glory days as well as Shining Force 1 and 2. Plus some oddities that you would find throughout the game such as random game events. I plan on having an open world that your player can roam around like you'd see within Dragon Warrior but encounters to look extremely similar to those from Shining Force. I plan to have Parallax scrolling effects over the world as "events/seasons/map" changes. I plan to use some sprite scaling (mainly with attack animations). I plan to have save state. I plan to have procedural generated items with varing stats. That's a good taste for now!
As for the name of the Game, still considering a few that I'll keep close to the chest for now. How do I plan to launch? I will distribute Roms via download and hopefully partner up with someone(s) to print physical cartridges/32x boxes as well.
Tech that I'll be using for this build
1) Chilly's 32x Toolchain v 12.1.0 as of writing this today (may change if new updates occur)
2) Distilling Vic and Chilly's work from the D32xr project produce a barebones skeleton. This should have a lot of great foundation for me to work with. Unless Vic beats me to it, I'll plan on making that skeleton open for others to download and create as well!
3) Inspiration from Vic's Tilemapper for the open world
4) Inspiration from Ammianus' works
5) Asesprite, GIMP, Tiled, MtPaint from my graphics needs
6) Audio - audacity and sox
Lastly, you all will see all my victories and struggles throughout this process! Hopefully others may see these postings and inspire to develop games as well!
Thank you all!
First off, I want to thank everyone who made this place possible for great minds to post and help smaller minds like myself achieve big dreams! Secondly, I want to thank all those great minds who has been helping me thus far and continue to help me in this journey.
For years now I've been wanting to develop a 32x game and many have said, just write a Genesis game instead using the SGDK. While I still may do that in the future, I've decided that I'm going to officially write a 32x game instead. Now, before everyone here reads this and checks out thinking "ok here's another guy who's feeling nostalgia about his game rearing and this isn't going anywhere" I'm a solutions architect by profession that started off as a developer. I've actually launched my own gaming studio in 2016 and have launched 3 games (none of which make me rich, which is not the point. I just enjoy the creating process!) The last game was launch in IOS and Android devices in 2020. So, Lord willing, I'm committed to make this a reality.
Now after establishing some cred I am now going to humble myself. Developing against retro tech is no joke and far removed from my C# and Java development days. There are many more smarter people than I on this forum who have wells of C and ASM knowledge that I hope to glean some wisdom from. I make no claims that I'm God's gift to programming lol. So, I'll be learning on this journey along the way that will dust off my C skills and establish new ASM foundations.
TO THE GAME!
I've always been a fan of the 2D RPG Genre and seeing that the 32x really didn't have one (think some claims that Blackthorne is the closest) that's what I'm going to be making. A lot of my inspiration will come from Dragon Warrior from Nes glory days as well as Shining Force 1 and 2. Plus some oddities that you would find throughout the game such as random game events. I plan on having an open world that your player can roam around like you'd see within Dragon Warrior but encounters to look extremely similar to those from Shining Force. I plan to have Parallax scrolling effects over the world as "events/seasons/map" changes. I plan to use some sprite scaling (mainly with attack animations). I plan to have save state. I plan to have procedural generated items with varing stats. That's a good taste for now!
As for the name of the Game, still considering a few that I'll keep close to the chest for now. How do I plan to launch? I will distribute Roms via download and hopefully partner up with someone(s) to print physical cartridges/32x boxes as well.
Tech that I'll be using for this build
1) Chilly's 32x Toolchain v 12.1.0 as of writing this today (may change if new updates occur)
2) Distilling Vic and Chilly's work from the D32xr project produce a barebones skeleton. This should have a lot of great foundation for me to work with. Unless Vic beats me to it, I'll plan on making that skeleton open for others to download and create as well!
3) Inspiration from Vic's Tilemapper for the open world
4) Inspiration from Ammianus' works
5) Asesprite, GIMP, Tiled, MtPaint from my graphics needs
6) Audio - audacity and sox
Lastly, you all will see all my victories and struggles throughout this process! Hopefully others may see these postings and inspire to develop games as well!
Thank you all!