Final revision of the map. Should have a proper release soon now that I have some free time.
Attached is a beta of the crane game which demos the jump mechanic and powerups too. Special thanks to Commodore for the engine!
I clicked on the thread and was teleported into a (s)zzt world. For a fantastic moment my imagination ran rampant. Surely this is what zzt and beer are for.
The code, graphics and music are mostly done so I began another revision of the level design.
We can all agree that gameplay is the most important thing... I'm really challenging myself to make this fun.
Commodore wrote:Maybe check out paganitzu/chagunitzu, if you haven't yet, for another dose of inspiration.
Wow, can't believe I've never heard of this Apogee gem. Nice theme and puzzles!
Prior to ZZT, my first shot at game-making was constructing these "gameboys" out of folded paper and the "cartridges" would have a level drawn out on it. This often comes to mind lately so I'm returning to the pen and pad for a more free-style level design. I'll post a mockup soon.
Edit: I decided to use the Great Pyramid of Giza as a base.
FUCK YEAH PAGANITZU
I used to love the shareware version of that game! The humor was absolutely terrible and I loved it. I'm glad I'm not the only person who ever played it!
Paganitzu was actually one of the few shareware games I convinced my parents to by me the full version of. There were a few games from the shareware era we had the full versions of, but some of them came from my dad's friend, like Wolf3d/Spear of Destiny, and it's hard to separate them in my memory. I think we bought Cosmo's Cosmic Adventure, but borrowed/copied Keen 1-3.
Best bit was the curse of baldness where your hat would fall off.
Alright, the goal is to get a beta released by the end of the year. I've been picking at this slowly cause quite frankly, super zzt is a nightmare. Objects get corrupted on a regular basis and they don't play nice with Zap. The only solution is to separate code, graphics, boards and worlds. Hopefully it'll work when I glue the damn thing back together. Initially, I had taken on this project to flex a little muscle for the scene, but I had no idea what I was getting myself into... I've come too far to quit now.
Update: Time is of the essence but it's important to enjoy oneself. The strategy to speed up development is to do the coding in kevedit, export it and apply the finishing touches in zap/szzt, all while taking lots and lots of backups.