Resource centre for ZX Spectrum games
using Manic Miner and Jet Set Willy game engines
Archive of the
Manic Miner & Jet Set Willy Yahoo! Group
messages
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Message: 538
Author: sendy_baby
Date: 13/08/2000
Subject: Re: Your rules for making Willy Games
fusspot sendy says:
* large, non-linear
maps are good (encourage exploration)
* lots of
variation in difficulty (because it caters for everyone
then :)
* screens must look smart. i am
tediously aesthetic and don't like ugly or messy screens
(apart from occasionally, for 'effect')
* screens
must join perfectly. i.e. all the surfaces and edges
must match up on the borderlines between one screen
and another. occasionally i break this rule for
effect
* trial and error elements are to be used extremely
sparingly
* pushing the limits of the game engine in any way
possible to provide a varied gaming experience
*
consistency with water-scenarios. all the water in my games
is poisinous (either that or willy is allergic to
water, which seems unlikely). i had a big beef with the
original jsw because some of the water kills you and some
of it doesn't
* hidden sections - wba
features many hidden rooms, which can be accessed via
teleports in strange positions you wouldn't think of
looking in, passing over other optical 'tricks', or via
the quirky features (as in the doc shiel's room in
stuarts game). hidden rooms provide shortcuts, amusing
diversions or simply a new way to lose all your lives
:)
that is my quality control checklist. many rooms have
been scrapped because they didn't cut it.
as
for stealing graphics. i love the idea! after all we
have just 'stolen' a game engine and room format so
why not steal some sprites as well?! :)
it's a
pity about the limitations with horizontal sprite
animations... hard to find sprites that will fit in....
