User:Zero/Nomolos: Difference between revisions

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== Current status ==
== Current status ==
'''2010-7-3'''
'''2010-7-31'''


Completed a side project that should help me compose music more efficiently for my lightweight sound engine. I've chosen to share this with the NesDev community---I will make an announcement there when it is ready, and probably on NintendoAge as well.
Ok, the news is out. I added a plugin system to Famitracker which allows it to export for any sound driver that there's a plugin for. I included an example exporter dll and an example sound driver. Yes, the sound driver is pretty much the same as what I'm going to use in Nomolos. It isn't very sophisticated, but that's what I wanted/needed for this game. It does the job and plays Scarlatti beautifully =) But, it's really cool to be able to still compose in Famitracker even for this simple engine.


Ravenwolf has started on the sprites/bg for the first boss of the game. Meanwhile, I am transcribing some music for the third level and improving sound effects and gameplay. Hopefully within about two to four months we can produce a demo video showing the progress on this game.
The graphics for the first boss are nearing completion. Meanwhile, I'm refactoring the way game states interact and transition. I do have one transition that smoothly fades out the palette, but I'd like to introduce fade in and fade out between almost all states. Eventually this new state transition system will be used for what few cinema scenes there will be in this game. Ravenwolf also intends to start on graphics for a fourth level. Once I have the first boss fully coded, I'm going to dive into level design a bit harder and hopefully in a couple of months I can produce a video to show the progress on this project.

Revision as of 03:42, 1 August 2010

Introduction

I began this project in late 08' when I finally realized what I really wanted to do with programming as a hobby. I realized that making a game for one of the video game consoles I dearly loved as a child would likely motivate me more than anything else. I had a couple of ideas when I was a kid, and partially developed those ideas in QuickBASIC. But now that I'm a little older and wiser I thought it'd be way cooler to put those ideas on a real video game console and actually finish them.

Nomolos is a two-way scrolling action platformer game that borrows elements from Castlevania, Ninja Gaiden and other well known games. It stars an orange cat in armor named Nomolos (this is Solomon backwards, the name of one of my cats), and the setting is renaissance/baroque era. The soundtrack will consist entirely of baroque music by Domenico Scarlatti, but I may throw in a couple of pieces I've written also. My goal is to make a simple and fun game---I have no intention or desire to break new ground with it. I'm all about nostalgia and that "classic" feel.

Overview

  • Project owner: Gradualore
  • Developer: Gradualore
  • Artist: Ravenwolf
  • Compiler : CA65
  • Sound driver: Gradualore's SoundEngine module
  • Soundtrack by: Domenico Scarlatti
  • Started on: ~November 08
  • Current status: working on it consistently but gradually.
  • Expected date: January 2013
  • Will make cart: Considering as possibility.

Story

coming soon

Characters

coming soon

Enemies

coming soon

Items

coming soon

Screenshots

2009-12-14
2009-10-30 2009-10-30

Current status

2010-7-31

Ok, the news is out. I added a plugin system to Famitracker which allows it to export for any sound driver that there's a plugin for. I included an example exporter dll and an example sound driver. Yes, the sound driver is pretty much the same as what I'm going to use in Nomolos. It isn't very sophisticated, but that's what I wanted/needed for this game. It does the job and plays Scarlatti beautifully =) But, it's really cool to be able to still compose in Famitracker even for this simple engine.

The graphics for the first boss are nearing completion. Meanwhile, I'm refactoring the way game states interact and transition. I do have one transition that smoothly fades out the palette, but I'd like to introduce fade in and fade out between almost all states. Eventually this new state transition system will be used for what few cinema scenes there will be in this game. Ravenwolf also intends to start on graphics for a fourth level. Once I have the first boss fully coded, I'm going to dive into level design a bit harder and hopefully in a couple of months I can produce a video to show the progress on this project.