Author Topic: Sydney Hunter And The Caverns Of Death  (Read 2848 times)

nodtveidt

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Sydney Hunter And The Caverns Of Death
« on: February 20, 2016, 03:04:05 AM »
So I figured I should probably make an "official" thread for this, considering how far along it's come. This is a game originally developed by Studio PiƱa back in 2011 apparently as a homage to the MSX. I am not sure of the details of what happened between then and now, but somehow, Gregarious Games LLC picked it up, along with its artist, Keith Erickson. Anyway, I had been in contact with a gentleman named Anthony Di Masi, who was looking for a coder to work on a project. I agreed to do it, but he said that I would not be needed for some time, so I just went back to work on Lucretia for the time being. A few months ago, however, John Lester (some of you might know him as Gamester81) decided that Sydney Hunter needed a PCE port. Anthony had been working with John on another project, The Adventures Of The Tiny Knight, and recommended me to John to take up the reins of a PCE conversion. Well, we worked out a deal, they sent me the assets, and I started production. Originally, this was meant to be just a HuCard game, but John inquired about a possible CD version as well, using Benjamin Allen's arranged soundtrack. I told him that it should work, but that I was going to focus on the HuCard version first and then convert to CD.

So yeah, that's the backstory as far as my tired brain remembers it, hahah. :lol: Anyway, I have posted screenshots in an unrelated thread prior to this, but figured this needed its own thread as to not pollute other threads.


These are the shots I posted before; just reposting them here.


This is an actual gameplay image, as early as it is. There is no HUD nor any enemies or lighting effects yet... that all comes later once I have nailed down the player FSM and all collision algorithms, which so far have been 100% functional. One interesting thing about this game is that each room (yes, this is a screen-by-screen game) can have one of three different lighting schemes... fully-lit, half-lit, or dark. In fully-lit rooms, things are as you see in the above shot (though technically, that particular room should be half-lit). In half-lit rooms, all the areas outside of Sydney's torch range are dimmed. In dark rooms, all you can see is what's within the range of his torch. Rooms that have wall torches or lava flow are always fully-lit, and any room that was not previously fully-lit will become so if the lava flow reaches it.


This shot was taken a bit later, and I was using debug text for position checking. Climbable vines are everywhere in this game. Also, this game has a rather nifty feature, which is climbable ropes that extend between two uneven platforms. Sydney will climb across them when going up but slide on them with his boomerang when going down. Little touches like that make things more interesting, I think.

Now, this game is still a ways off, and I will be sure to post more screenies when they are available. Priority was given to the SNES and NES conversions, and that's what the Kickstarter campaign was based on, so I am pretty much on my own in regards to this conversion. The game engine I have developed for this game was built from scratch; I did not convert any of my previous game engines for it. That ended up being a good thing, as this has the most accurate collision routines I have ever coded, and also features variable jumping (jump height determined by how long you hold the jump button for, up to a max height), a feature missing from quite a few games from yesteryear (such as Exile). All in all, this is turning out to be a great little conversion. Unfortunately, I am not allowed to share demo builds with the community as per my contract with Gregarious Games, but it says nothing of screenshots or videos... :lol:

esteban

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Re: Sydney Hunter And The Caverns Of Death
« Reply #1 on: February 20, 2016, 04:59:38 AM »
I love you.

<EXTENDED BEAR HUG>

:)
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nodtveidt

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Re: Sydney Hunter And The Caverns Of Death
« Reply #2 on: February 20, 2016, 06:35:13 AM »

Sydney's in-game boomerang. Distance and whatnot will probably have to be tweaked at some point, but the system is so flexible that making small, or even large, adjustments is a breeze. This boomerang works way better than the one I coded for Jungle Bros.

SignOfZeta

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Re: Sydney Hunter And The Caverns Of Death
« Reply #3 on: February 20, 2016, 06:52:42 AM »
I love what I see. Love it.

MotherGunner

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Re: Sydney Hunter And The Caverns Of Death
« Reply #4 on: February 20, 2016, 07:01:43 AM »
Very very cool.
-MG

SI VIS PACEM, PARA BELLUM (If you want peace, Prepare for war)
SI VIS BELLUM, PARA MATRIMONIUM (If you want war, Prepare for marriage)

blueraven

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Re: Sydney Hunter And The Caverns Of Death
« Reply #5 on: February 20, 2016, 07:27:01 AM »
 :clap:
[Thu 10:04] <Tatsujin> hasd a pasrtty asnd a after pasrty ASDFTERTHE PARTY
[Fri 22:47] <Tatsujin> CLOSE FIGHTING STREET; CLOSE FORU; CLOSE INTERNETZ; CLOSE WORLD; CLOSE UNIVERSUM
--
Arkhan [05:15pm]: ill brbl im going to go make another free game noone plays lolol

Desh

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Re: Sydney Hunter And The Caverns Of Death
« Reply #6 on: February 20, 2016, 09:13:21 AM »
Awesome!  We're starting to have a nice little library of good game coming out for PCE in the future.  I love it.

esteban

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Re: Sydney Hunter And The Caverns Of Death
« Reply #7 on: February 20, 2016, 09:25:40 AM »
<BONUS HUG>
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ParanoiaDragon

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Re: Sydney Hunter And The Caverns Of Death
« Reply #8 on: February 20, 2016, 11:13:07 AM »
Nice!  Since it's originally inspired by the MSX, I'll assume it's something like La Mulana, which I believe was made(initially) on the MSX, though, I pray this game is nowhere near as hard! :D  I played La Mulana on the PSTV, sheesh, cool game, but the difficulty challenged me to no end(& absolute frustration at times) so I did use a guide.....which made it so that I BARELY completed it! LOL

TheClash603

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Re: Sydney Hunter And The Caverns Of Death
« Reply #9 on: February 20, 2016, 03:11:18 PM »
Very cool and I hope that your contract was favorable for you because you have put so much effort into your games.  However I do gotta ask, how far back do you think this will push Lucretia?

This looks really good and kudos to you for getting the engine running so smoothly...  but Lucretia looks phenomenal!

nodtveidt

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Re: Sydney Hunter And The Caverns Of Death
« Reply #10 on: February 20, 2016, 03:16:41 PM »
Nando instructed me to go ahead with Sydney Hunter while he finishes off the last of the game sprites for Lucretia. It's not really pushing Lucretia back at all... real life does a fine enough job of that already. :lol:

Lost Monkey

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Re: Sydney Hunter And The Caverns Of Death
« Reply #11 on: February 21, 2016, 02:01:37 AM »
Great news!  It is looking good.

Guess it isn't an exclusive for the Coleco Chameleon then...

o.pwuaioc

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Re: Sydney Hunter And The Caverns Of Death
« Reply #12 on: February 21, 2016, 03:00:15 AM »
Great news!  It is looking good.

Guess it isn't an exclusive for the Coleco Chameleon then...
You mean the SNES?

Looks solid Rover. I'm definitely looking forward to seeing this develop further!

Punch

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Re: Sydney Hunter And The Caverns Of Death
« Reply #13 on: February 21, 2016, 04:11:35 AM »
How many projects do you make concurrently? It looks great but it makes me worry about: Lucretia, Mysterious Song II

esteban

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Re: Sydney Hunter And The Caverns Of Death
« Reply #14 on: February 21, 2016, 05:44:30 AM »

How many projects do you make concurrently? It looks great but it makes me worry about: Lucretia, Mysterious Song II

He is also working with me on Blodia Special (SCD).
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