Difference between revisions of "Fantasy Adventure Game"

From The Game-Maker Archive
Jump to navigationJump to search
 
(One intermediate revision by the same user not shown)
Line 1: Line 1:
{{box
+
{{Lost}}{{box
 
|header='''''Fantasy Adventure Game'''''
 
|header='''''Fantasy Adventure Game'''''
 
|file=[[File:unknown.png|290px|border]]
 
|file=[[File:unknown.png|290px|border]]
Line 17: Line 17:
 
* [http://gamasutra.com/blogs/EJRTairne/20140205/192183/James_W_Morris_Learning_to_Game_Gaming_to_Learn.php Learning to Game, Gaming to Learn] (Gamasutra)
 
* [http://gamasutra.com/blogs/EJRTairne/20140205/192183/James_W_Morris_Learning_to_Game_Gaming_to_Learn.php Learning to Game, Gaming to Learn] (Gamasutra)
  
 
+
[[Category: Games considered lost]]
[[Category: Incomplete games]]
 
[[Category: Unknown games]]
 
 
[[Category: James W. Morris]]
 
[[Category: James W. Morris]]
 
[[Category: Top-down]]
 
[[Category: Top-down]]

Latest revision as of 17:55, 21 June 2016

Lost.png
Fantasy Adventure Game
Unknown.png

Release type: Incomplete
Release date: ?
Levels: ?
Author: James W. Morris
Website: JamesWMorris.com
Related games: ?

"One [unfinished game] was a top-down fantasy adventure. The scope I had in mind was way too ambitious. It was a Zelda-like overworld with a variety of dungeons and houses to explore and gadgets to collect. I also thought it absolutely had to have a side-scrolling flying unicorn game linking different areas together.

"I could never make a sword work quite the way I wanted it to, so I think I had the sword monster die almost immediately and produce a "beam" monster that would circle you, killing anything it touched. The sword popping out, dying, and spawning the beam was all really kludgey. It was also made any monster encounter way too easy because you could just spam the sword button to become invincible. I ended up using this "feature" later in another game which was way too hard. This wasn't necessarily an improvement, but it made it possible to complete."

Links[edit]