Dead projects go here (in chronological order). Every failed project is a chance to reflect and learn something new. That’s what I keep telling myself anyways.
My first foray into delta-timing. The implementation is rather messy, especially with the sound effect pitch, but otherwise functional. It’s also the first project of mine to incorporate some kind of editor. The file parser is awfully basic, but again, it works!
Unfortunately the game’s actual combat systems are over-designed and rather clunky, hence my eventual loss of interest.
And whatever I was consuming when I decided to use ancient software for synthesized voicelines is something I will never do again.
Run fast, time your ability activations, and destroy skeletons. Lots and lots of skeletons. With this one I learned how to read/write arbitrary ammounts of data into savefiles and how to implement hitstop in a hacky way that I still use to this day that makes performance monitors worried because I literally pause execution for a few miliseconds. Fraps’ got nothing on me.
The project ended up here when I realized that there was a lot to be done if I wanted to cover its whole scope. Instead of re-managing my expectations, I abandoned it whole. Nice!
This is what happens when you play too much Duck Game and you over-emphasize momentum and “physics”. Adding nuance and complexity doesn’t necessarily mean you’re adding fun.
At least here’s where I began messing with lighting effects, blend modes, dynamically scaling camera systems, and centralizing input control so it’s not hard-coded into every object type.
And who the hell thought it’d be a good idea to have a game run in 960×540 in 2016?