Sep222009
My artistic skills are bunk. Sometimes, I don’t even know where to begin. So, I whipped up a little Flash image viewer that displays some interesting 16×16 NES sprites for inspiration. Check it out at http://nathandemick.com/flash/tilespiration/.
Sep082009
When I was younger, I really looked up to my cousin Doug. He was four years older than me, and about as cool as I could hope to become. Not only was he socially adept and a good skateboarder, but he was also way better than me at video games (obviously the attribute that I envied the most). Once, when we were all on a family vacation, he had convinced his parents to let him bring his Nintendo to my great-grandparents’ house. My sister and I watched him play through a large portion of his collection of NES games… probably the most game endings you’d see in one sitting prior to YouTube. I’m sure some kids might have demanded a turn playing, but I was totally content to to watch these games (Blaster Master, Metroid, Super Mario Bros. 2, etc.) being played at levels nearing perfection. One of the games he beat was Zelda II: The Adventure Of Link. Now, I really liked the first Zelda game, but when I got home and tried playing the sequel, I didn’t do so well. The game was really unforgiving, which basically ensured that I would not finish it. I didn’t have the mental fortitude as a kid to not get discouraged by having to repeat a section of a game over and over again. (As an aside, I also never finished other difficult side scrolling games, such as Ninja Gaiden or Castlevania.)
I’m old and tenacious now. Or maybe I’m just stupid enough not to know when to quit. Regardless, I had the idea that since I’ve finished most of the other games in the Zelda series, I should go back and finish Zelda II. So I busted out the NES (no Virtual Console here, punk!) and played through the game. Having completed it, I now feel like I’m in a better position to comment on the “black sheep” of the Zelda franchise.
Zelda II is usually dismissed by gamers, due to its departure from the “traditional” top-down view that all other 2D Zelda games use. Instead, it is broken up into an overhead “exploration” view, and a side-scrolling “action” view. The “action” view, while being something of a new paradigm for the series, is also notoriously difficult. Even though Zelda II doesn’t contain much of the exploration and puzzle-solving that gamers associate with the name “Zelda,” I still like it. In my mind, it’s a great example of a sequel done right. It takes the characters and world of the first game, and instead of rehashing the first game, creates something entirely new (from a game play perspective).
While the game is difficult, it’s not impossible. The great thing is that it’s possible to progress in the game using tenacity to replace skill. If you are having difficulty dispatching some of the tougher enemies in the game, you can fight weaker enemies until your character’s attack power and life meter increase. Unlike the first game in the series, enemies do not drop health-replenishing hearts. Instead, the main character, Link, gets a “Heal” spell very early in the game. Running out of MP to cast the spell while in a dungeon puts you in a tight spot… or does it? Every 6th enemy drops a magic-replenishing jar, which (if the process is repeated enough) will fill up your magic gauge, which in turn refills your life. Plus, as you progress through the game (and gain skill at the game mechanics), these “helpers” become more and more superfluous.
My conclusion is that I like it. It’s a worthy game to invest time in completing, especially since it’s not really that long by modern standards (maybe 7-10 hours, depending on your playing ability). It’s nice to feel a sense of accomplishment from finishing a hard game, rather than one that is based on item collection or mediocre puzzles. Many games in the Zelda franchise are “going through the motions,” but it’s nice to see this early sequel adding something genuinely new and different to the series.
Sep082009
So I finally decided to be “done” with this little shooting game I’ve been working on for a while. It’s called “Armada.” The goal is to destroy 1,000 enemies. Whenever you kill one, another one jumps on the screen to take its place. However, the more enemies you kill, the faster your ship moves and shoots. Check it out on Kongregate.
One thing I’ve learned about myself during its development is that I can get really bogged down working on more than one thing at a time. My personal programming time is so limited that having two active projects slows things down considerably. Plus, if a project takes too long, I lose motivation pretty quickly. When waking up early in the morning, one has to be excited about what one is doing (an aside: tips for waking up early).
Feb272009
I didn’t really have to play Twilight Princess. I’d already attempted to play through the game twice — once on a friend’s Wii (he moved out and took my save with him), and once on my own (I got bored with the slow, tedious pace of the start of the game). Normally, two false starts would be enough for me to realize that a game probably wasn’t good enough to play through. This time was different. For whatever reason, even though I had a better game to play, I felt a strange, compelling desire to finish Twilight Princess. It’s not as if I’ve beaten all the previous Zelda games, and therefore had to finish this one to put a notch in my controller; I never finished Wind Waker, or the GameBoy Color iterations. My feelings were unquantifiable.
Anyway, for whatever reason, I did play it. I don’t particularly regret playing. Zelda is Zelda, after all. Whatever faults a Zelda title may have, it’s still been put together by one of the most talented game development groups in existence. The puzzles are sometimes clever, there’s enough new content to feel like you’re doing something new, and the nostalgia that Link evokes are enough to carry the player through.
Twilight Princess had enough to carry me through, but just barely. There’s not a lot of really new things in the game. The art direction is a weird mashup between Zelda 64 and Shadow of the Colossus. The geography in the game is all rehashed. There’s a dark, alternate world that alters your physical form. The few actual new items are kind of lame: you use them a couple times, and then forget about them. The antagonist turns out to be a puppet for Gannon (surprise!). The game is not difficult at all; even in boss fights, there are breakable jars all over the room that supply you with hearts up the wazoo.
There’s a lot of “extra” stuff packed into the game, but I never felt compelled to get 100% of the items. It’s mostly there just for it to be there, not because it adds any sort of fun. This time around, it takes five pieces of heart to get a heart container, instead of four. Why? Just for more tedious collection, I guess. You can collect fish, bugs, ghost souls, and who knows what else. I don’t even have to resist my OCD tendencies to ignore this stuff; it’s just filler content.
What kept me going? The idea of Zelda, I guess. The memories of how fun the other games in the series are. I transposed the fun I had with other titles to what I was currently playing. That and my natural gamer’s desire to finish the game, just to be able to say I finished it. It’s like reading a long, boring classic. I don’t know if the experience itself made me better, but it’s done with, and I never have to do it again.
Dec092008
What with Thanksgiving and having to teach my Bible study last week, I haven’t had a whole lot of time for programming recently. Couple that with the fact that I’m psuedo-sick again, and it’s hard times for Actionscript. I needed some inspiration this past weekend, which I got in the form of browsing around some stuff the indie community is doing. Also, by firing up my Aquaria demo (which I never finished).
Anyway, check out the most recent build. I got some simple “alien” type guys moving around in there, and am experimenting with a background. I’d like to try making the background move in relation to the ship, but I’m not sure how the effect will turn out. Guess we’ll see!