O&M Video Game - REVIVED TOPIC
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- Steve the Pocket
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- Joined:Wed May 19, 2004 10:04 pm
I thought they were ".APP" ... or are those just shortcuts?I think it is better than a mac. There binary files are ".DST". I really don't want to run anything that can be an abbreviation for destruct.
Anyway, interesting game. We seem to be at least heading in the right direction -- by which I mean we finally have a game for what I think is the first time. That's kind of a breakthrough, isn't it? Plus it means somebody finally put forth the effort to make a game. A game that requires no collaboration, yes, but still.
The problem with making games is that, as you've discovered over the course of these 10 pages, nobody ever finishes them. Trust me, I'm a moderator at a Zelda fangame site that's existed since 2003. We get a couple of finished fangames a year, but usually nothing major. It takes a lot more time and effort than people think to really make a decent game, or even a half-mediocre one.
What you see in Mercury Madness is the result of hours upon hours of work put into my Link Maze game (http://linkmaze.vze.com), then a few more hours put into modifying it to fit the O&M theme. The level design was easy; it was the rest of the game logic that took forever. Now to be fair, part of the problem is that I used the whole thing as a learning experience in an attempt to learn how to use Game Maker, which definitely slowed things down. Even now I could probably only write a few lines of code by myself. In the end, Link Maze ended up as a gigantic compilation of other people's engines pieced together to resemble a half-decent minigame.
I guess the point is that any complex game is going to require more time and dedication than most people are willing to put forth. I've seen it time and time again at Zelda Fangame Central - people with tons of motivation to begin with, but after a month it fizzled out and died. Many a promising project has been lost to the graveyard after people simply lost interest in maintaining their games. We've got a community project going, people pooling their talents to try to make a large game, but as far as I know that really isn't going anywhere anymore.
I fully realize that my game isn't the greatest. The graphics need a complete overhaul, the concept is weak, and the gameplay is short. However, it did take a lot of time to make, even if it doesn't appear that way at first. Looking at version 2 or 3 of Link Maze, the fact that it was able to transform into Mercury Madness is actually quite extraordinary.
What you see in Mercury Madness is the result of hours upon hours of work put into my Link Maze game (http://linkmaze.vze.com), then a few more hours put into modifying it to fit the O&M theme. The level design was easy; it was the rest of the game logic that took forever. Now to be fair, part of the problem is that I used the whole thing as a learning experience in an attempt to learn how to use Game Maker, which definitely slowed things down. Even now I could probably only write a few lines of code by myself. In the end, Link Maze ended up as a gigantic compilation of other people's engines pieced together to resemble a half-decent minigame.
I guess the point is that any complex game is going to require more time and dedication than most people are willing to put forth. I've seen it time and time again at Zelda Fangame Central - people with tons of motivation to begin with, but after a month it fizzled out and died. Many a promising project has been lost to the graveyard after people simply lost interest in maintaining their games. We've got a community project going, people pooling their talents to try to make a large game, but as far as I know that really isn't going anywhere anymore.
I fully realize that my game isn't the greatest. The graphics need a complete overhaul, the concept is weak, and the gameplay is short. However, it did take a lot of time to make, even if it doesn't appear that way at first. Looking at version 2 or 3 of Link Maze, the fact that it was able to transform into Mercury Madness is actually quite extraordinary.
If at first you don't succeed, then skydiving is not for you.
Oh, alright. If you all insist. Cheaters... >_>
last level map
map with possible paths highlighted
My lame excuse for an ending screen after you beat the last level
last level map
map with possible paths highlighted
My lame excuse for an ending screen after you beat the last level
If at first you don't succeed, then skydiving is not for you.
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