World 3 - Level 1World 3 - Level 2World 3 - Level 3World 3 - Level 4World 3 - Level 5World 3 - Level 6World 3 - Level 7World 3 - Level 8World 3 - Level 9World 3 - Level 10
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Below are the level screenshots for World 2 Tree Tops. The screenshots show the enemy movement patterns and hidden power ups. World 2 Level 1World 2 Level 2World 2 Level 3World 2 Level 4World 2 Level 5World 2 Level 6World 2 Level 7World 2 Level 8World 2 Level 9World 2 Level 10The levels were created with Tiled level designer. The screenshots below show the movement paths of the enemies and the hidden power up squares. World 1 Level 1World 1 Level 2World 1 Level 3World 1 Level 4 World 1 Level 5World 1 Level 6World 1 Level 7World 1 Level 8World 1 Level 9World 1 Level 10I foolishly had a break from this project over Xmas and then it took me a while to get back into the routine. Must remember it is best to do little and often to ensure progress continues to be made.
Anyway, I have now: Created just under 50 levels Created 3 end of world bosses Added music to the five worlds The next things I want to add are:
It's taken longer than I thought but I think world 1 is about 95% complete. Have also added an end of world boss. It was originally going to be a hedgehog but instead became a bird. Attention is now moving onto World 2 - Tree Tops.
Writing this blog has been helpful in terms of maintaining motivation as looking back on earlier posts I can see progress has been made with the game. Looking back at the last post I was eager to add music to the game and had started experimenting with mod trackers for the first time. Whilst fun, it did make me appreciate the skill needed to make new chip tunes. Thankfully, Simone Bernacchia has kindly provided me with a couple of tunes to use and fingers crossed will provide some more tunes for the later worlds too.
Other changes made from the last update include adding some animation to the clock and red boot animations. A new hedgehog sprite has been created although some extra work on the animation for this character is probably still needed. Dancing flowers have been added which I don't believe were on the original to do list but hey, why not include them. Play testing has been carried out and there will be some changes to the next update to take on board some of the constructive feedback. One thing play testing highlighted is you have to remember that people will play the game on different hardware / emulators to what you may have originally imagined. Super Robin is currently being developed for PAL systems but I think the scorpion engine will allow exporting for other regions. Playing the game under NTSC or JAP settings on an emulator changes the speed of the count down timer increasing the difficulty beyond what was planned. As we approach 4 months of work on this game I thought it would make sense to do a mini review of where the game is at, what I still hope to add. Aim of the GameThe game takes its inspiration from Amiga single screen games such as Qwak and Mousetrap. The aim is to collect 7 cherries to unlock the door and move to the next level. There is a time limit to complete the level in and you have to avoid hazards such as enemies. To make the level easier there are are power ups including: White boots - make Super Robin Invincible Red Boots - provide Super Robin with firing ability Clock - provides extra time Heart - provides extra life The game currently has 3 worlds made up of 10 levels each World One: Meadows World Two: Tree Tops World Three: Caves Things to Do:Music and Sound Effects: The biggest area to work on is sound effects and music. I have no experience of using music trackers so hoping to get some one experienced to help out with some tunes and also the sound effects. I have asked someone who worked on my previous amiga projects which would be fabulous if they are able to spare some time to help with this project.
The music currently used in the game is a holding file which is from one of the levels of a sonic game. This tune will not be in the final game. Animation: Some sprites still need work. The hedgehog sprite I would like to improve and I would like to animate the time power up so that the hands move as it moves along the screen. Extra Worlds: The final game will probably have 5 worlds. The extra two worlds may be a Seaside world and a town or city world? Mini Games - Boss Battles? To break up the 5 worlds I am wondering whether to include boss battle or mini games. I am thinking of probably going down the mini game route with perhaps a pang style mini game and or the jewel catch bonus game like in Aladdin. Release: The game is being designed for the Sega mega drive - Once that's finished I may consider / try to port to the Amiga CD32. Game Testing: The levels haven't been probably tested. It would be great to get some help with testing so I can make amendments to improve / adjust the challenge. I am only one individual with usual work and family commitments. Power Ups: I want to add extra power ups and some negative power downs is that the correct term? Below is game play footage of levels 1 to 10. These will probably be included in World 2 which will be called Meadows rather than world 1. I have another set of 10 levels which fit better for a woodland theme. The dream is to produce a physical copy of Super Robin for the Mega drive. Still a long way off but thought I would start creating a template for the Mega drive cover. Wonder if I should attempt 3 different cover designs for PAL, Jap and American regions.
Work continues on creating levels for World 4 - Caves. Three out of the ten levels created in draft format. Hope to complete the other 7 over the coming 2 weeks. |
AuthorChris Clarke - amateur programmer and graphic artist. Enjoying programming retro games for 16 bit machines. Archives
April 2025
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