Kinda. Actually it was a hand-drawing I made long, long, long ago and recently discovered it after sorting through some of my old files recovered from a hard-drive crash. It's so cute and evil that I just had to enter it into the contest. <3
It shouldn't be too much then. Again, I would focus on the building mechanic, and if it's like Sim City or something, then you will want to focus on the time it takes the building to complete, when it can be upgraded, the money system and how expensive things to build are, what natural disasters or invasions are going to do to destroy things, how much health a building has for that purpose, etc.
Or, if it's like one of those, "Put the buildings in order to maximize your highway/city" sort of games, then it would be the sequence in what buildings should be built and when, what other buildings they upgrade by building them, and what buildings affect max population, etc.
In other words, focus on the mechanics itself, then beautify it when it's all said and done.
The best thing to do is get the core game up and running first; programming your core engine to the specifications of your game type, for example, focusing on creating a base outline for your story, using placeholders for music and graphics if needed so you can get a generic "feel" of how you want your game to look. Also, hold off on minor characters until your main game's characters are in place. Focus mainly on putting the Core itself together: Building the strategy system, the inventory and menu systems, etc. Those are the core components I'm talking about.
Once you have the base game laid out and complete, you can go back through and change the placeholders to something more original as well as adding all the non-essential NPCs or characters, if any. The name of the game is reducing your focus to one or two things at a time so that you don't burn out, especially if you are only a 1-2 person team. I will admit that burn out was the reason why so many of my earlier projects never saw the light of day.
I agree that this would be more EGA than CGA due to it being more than the original four colors (White, Cyan, Magenta, and Black, if I recall it right) but this does bring back my childhood memories when most games were in the CGA/EGA color pallates. I love it!
If I ever make a game with CGA/EGA graphics, I will definitely concider this :3
@Stac: Yes, the colors are a little hard on the eyes, but at the time of the CGA/EGA color pallates, they were relatively harsh to begin with due to the fact they could only use 4-8 very high contrasting colors, especially in the old 1992 Dos Games (Arctic Adventure by Apogee is a very classic example and one of my favorite ames from that era.) Thankfully, graphics have made leaps and bounds scince, but without the 4-to-8-color-make-your-eyes-bleed CGA/EGA that started it all, we wouldn't have the breathtaking graphics we have today. :D
Grats, Joth! Well done!
That's actually really good; a nice take on the slime. The internal organs are a nice touch.
That's nice, chaser. <3
Kinda. Actually it was a hand-drawing I made long, long, long ago and recently discovered it after sorting through some of my old files recovered from a hard-drive crash. It's so cute and evil that I just had to enter it into the contest. <3
It shouldn't be too much then. Again, I would focus on the building mechanic, and if it's like Sim City or something, then you will want to focus on the time it takes the building to complete, when it can be upgraded, the money system and how expensive things to build are, what natural disasters or invasions are going to do to destroy things, how much health a building has for that purpose, etc.
Or, if it's like one of those, "Put the buildings in order to maximize your highway/city" sort of games, then it would be the sequence in what buildings should be built and when, what other buildings they upgrade by building them, and what buildings affect max population, etc.
In other words, focus on the mechanics itself, then beautify it when it's all said and done.
The best thing to do is get the core game up and running first; programming your core engine to the specifications of your game type, for example, focusing on creating a base outline for your story, using placeholders for music and graphics if needed so you can get a generic "feel" of how you want your game to look. Also, hold off on minor characters until your main game's characters are in place. Focus mainly on putting the Core itself together: Building the strategy system, the inventory and menu systems, etc. Those are the core components I'm talking about.
Once you have the base game laid out and complete, you can go back through and change the placeholders to something more original as well as adding all the non-essential NPCs or characters, if any. The name of the game is reducing your focus to one or two things at a time so that you don't burn out, especially if you are only a 1-2 person team. I will admit that burn out was the reason why so many of my earlier projects never saw the light of day.
I hope this helps at least somewhat.
Here's my entry into the challenge, something I found that I thought I lost long ago:
https://opengameart.org/content/fone-fangs-a-rediculously-silly-demon
I decided to go for a slice of spooky silly rather than spooky scary. :3
(Pointless Side Note: Yup, it is. XD)
Glad I could help encourage you, Kir. <3
You don't have to enter the contest to make something spooky. I released something rather spooky last week just as a gift to the community. <3
I agree that this would be more EGA than CGA due to it being more than the original four colors (White, Cyan, Magenta, and Black, if I recall it right) but this does bring back my childhood memories when most games were in the CGA/EGA color pallates. I love it!
If I ever make a game with CGA/EGA graphics, I will definitely concider this :3
@Stac: Yes, the colors are a little hard on the eyes, but at the time of the CGA/EGA color pallates, they were relatively harsh to begin with due to the fact they could only use 4-8 very high contrasting colors, especially in the old 1992 Dos Games (Arctic Adventure by Apogee is a very classic example and one of my favorite ames from that era.) Thankfully, graphics have made leaps and bounds scince, but without the 4-to-8-color-make-your-eyes-bleed CGA/EGA that started it all, we wouldn't have the breathtaking graphics we have today. :D
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