What are your current ZX Spectrum projects/games that you are working on?

Show us what you're working on, (preferably with screenshots).
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Cosmium
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Re: What are your current ZX Spectrum projects/games that you are working on?

Post by Cosmium » Fri Nov 01, 2019 8:58 pm

Having disassembled / reverse-engineered Quadron's code last year to prepare it for release (the original source was lost), I realised I've now got a good bunch of routines that would form a pretty solid starting point for a new game.

So I've been tinkering on and off modifying and enhancing some of my original code (which I find fun in itself :) ) and writing some new graphics effects routines as I build up a collection to be used in a forthcoming game. No real game design yet. And no tools to create assets yet either - they were lost too. But I do know I want it to be fast moving and smooth!

In the meantime, just been jotting down gameplay ideas as they emerge.
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chip-fork
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Re: What are your current ZX Spectrum projects/games that you are working on?

Post by chip-fork » Sat Nov 02, 2019 1:21 pm

Eek! It's been kind of a year since my first spectrum release.
My follow up is also multiple choice interactive fiction. It's got a wrestler who encounters a UFO belonging to Dracula whilst on his way to the opening ceremony of a jumble sale. I got the first chapter playable in the summer. I'm going for a multiload thing this time and it's multiple times bigger than my first. I like that it's more substantial but I think I've gone to far, and its too big! I need to be getting projects finished and moving on to the next thing.



This year I've also gotten really into art that's made with a fixed font of text characters. So I've redone my code to handle this. I've got rudimentary compression system that skips over repeating characters. Doing interactive fiction meant I could get up and running on my first asm project. As I'm getting more into it, I'm learning the strengths and weaknesses of the machine. And this year I've done experiments with animation using attributes but not changing the characters as this allows updating the screen much faster. I can see real potential here for doing game stuff but at the moment I'm sticking to the project in hand.




I don't post here often but I am still plugging away on speccy stuff. thanks everyone
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R-Tape
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Re: What are your current ZX Spectrum projects/games that you are working on?

Post by R-Tape » Sat Nov 02, 2019 8:16 pm

chip-fork wrote:
Sat Nov 02, 2019 1:21 pm
...It's got a wrestler who encounters a UFO belonging to Dracula whilst on his way to the opening ceremony of a jumble sale.
Tsk. Hackneyed.

(Sounds great, and looks amusing)

I like the look of your ATTR animations. I've been looking at something similar, but I didn't use background chars like that. It gives it a haywire appearance that adds to it. It sounds like you're busy, but if you ever found time to submit a demo to this year's Woot Tape Magazine it would be very welcome.
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moroz1999
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Re: What are your current ZX Spectrum projects/games that you are working on?

Post by moroz1999 » Sun Nov 03, 2019 1:36 pm

I post it in twitter occasionally, but I will also post a screen here.
That's a WIP version of remake of the Cell 3326 game, a small adventure/quest.
Image

Most probably will come out during the next year.
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Alessandro
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Re: What are your current ZX Spectrum projects/games that you are working on?

Post by Alessandro » Sun Nov 03, 2019 1:44 pm

@moroz1999 nice graphics, they remind me of an updated Laser Squad.
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Ralf
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Re: What are your current ZX Spectrum projects/games that you are working on?

Post by Ralf » Mon Nov 04, 2019 9:37 am

Very nice graphics Moroz. Good work with colours, shadows, bright and non bright. I wish I could draw like that ;)
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moroz1999
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Re: What are your current ZX Spectrum projects/games that you are working on?

Post by moroz1999 » Mon Nov 04, 2019 9:54 am

Thanks guys! That's indeed heavily influenced by Laser Squad, because the original Cell 3326 uses a really similar style, and I wanted to keep it.
Anybody can draw like that. When I started working on game graphics for Crystal Kingdom Dizzy Remake, I was only able to adapt what I saw on Amiga's version, and I didn't do it perfectly.
One of the earliest mockups of CKD:
Image

The key to the constant progress of skills was a countless trial and error. For example, this is how I did the ladders for CKD Remake:
Image
Only one of them made it into the game, because I wasn't happy with the rest of them. And that's how everything was done, I just spend a lot of time on working on tiny details.
In total, CKD Remake took about 800-1000 hours of working on graphics. Then Wonderful Dizzy took about 300-400 hours (I wasn't alone this time :)), and Cell 3326 took about 50-80 hours to make (114 tiles currently, not a large project).
I think anybody who spends ~1000 hours of working on graphics will achieve the similar result, if not better.
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djnzx48
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Re: What are your current ZX Spectrum projects/games that you are working on?

Post by djnzx48 » Mon Nov 04, 2019 10:34 am

Thanks for showing those graphics examples, they're really quite inspiring.
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Re: What are your current ZX Spectrum projects/games that you are working on?

Post by Joefish » Mon Nov 04, 2019 1:23 pm

Those attribute screens reminded me of an idea. Drawing screens with just a fixed character set of standard shapes, with attributes, and compressing loads and loads of them. Then adding clickable and changeable areas to the pictures, links from one scene to another, and a set of state variables that can affect the links. And making a whole Myst-type adventure like that.
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Joefish
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Re: What are your current ZX Spectrum projects/games that you are working on?

Post by Joefish » Mon Nov 04, 2019 4:11 pm

Another idea was to take the Fairlight layout idea to an extreme to make a purely graphical adventure. Draw scenes with lines and fills and repeatable tiled images, so you get more natural outdoor landscapes, though still with that similar slightly overhead viewpoint. But do away entirely with the isometric aspect of moveable objects and compass controls, and just freely wander around the space available. Maybe use an engine that does the 'fills' temporarily in memory as a solid pixel mask, before applying the texture, and so just hang on to the last 'fill' mask to dictate where the player can move.

Similarly to the Myst idea above, you could simply place (visible or invisible) markers on the ground that act as triggers to move to another scene, or interact with a fixed object (e.g. talk to an NPC, unlock a door).

Instead of object manipulation in 3D, it would be an adventure of collecting and using objects. And maybe all the objects would be found in treasure chests, and can't be dropped, so you don't have to worry about in-game representations.
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