Tagged "genesis games"
All of this information is getting pulled from the following series of videos. If you are planning on doing anything along these lines, it is a great idea to not only read this document, but also watch the videos that are being referenced. They break down how to do these effects piece by piece in order to achieve these impressive effects: https://www.youtube.com/playlist?list=PLi29TNPrdbwJLiB-VcWSSg-3iNTGJnn_L 2-Color 60FPS Full Screen Animations https://youtu.be/c-aQvP7CUAI Doing a full screen animation, even at two colors, at 60 frames per second would obviously be way too large to fit on a Genesis game. Even with compression it...Read more →
The second in a series about designing enemy concepts and behavior, using examples from Lethal Wedding.Read more →
Part 1 in a series of essays about enemy design.Read more →
A look at structures and game objects for our tactical RPG on the Sega Genesis and Mega Drive.Read more →
We got danger. We got battle. We got tactics. We got choice. We got story. We Got Dungeons. Imagine that Neil Gaiman wrote a novel about Buffy the Vampire Slayer investigating some weirdness in Earthbound. Now imagine that this novel was actually a tactical RPG with some rogue-like elements and a unique progression and customization system. Now imagine that this RPG came out for the Sega Genesis in the 90s. Still with me? Good… Features We Got Dungeons is a tactical RPG with: Procedurally generated dungeons - every dungeon and every room has different layouts for enemies, traps, hazards, and...Read more →