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Did vs Didn't Blog
13th November 2011
NeonPlat Adventures : Available now for Windows, Linux and MacOSX
Inside, a list of all the features I had or hadn't planned, and why they are/aren't in there!-=-=-

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Multiplayer : Didn't

The plan was to include a multiplayer element like NeonPlat 2 had, and you hunt through the files, you'll see the PlatRaw and Glow files include all four players from that game. .. and the wings that I forgot I had.. whoops!
Unfortunately, about halfway through the game, I realised I had A LOT of those little hats to add.
I sped up my coding, and that caused my style to go horribly horribly old-skool.
As a result, the sourcecode is chaotic, and the Multiplayer had to be sacrificed.
I'm currently rebuilding things for the iOS edition, and will be neatening up the BlitzMax code as I go.
All should be happy later on, and we'll have a 2nd edition with Multiplayer slapped back into the game.


End Credits : Did

Nice and wavey, with lots of colour, and all the little baddies waltzing across the screen, with a nice big end-credit tune twiddling away in the background.
It's a proper end credits screen!
I rarely do those, but I had 2 months for this game, and it felt like it oughta have one.
You'll have to beat a Friday to see it, unless you somehow stumble across a particular keypress that lets you see it..


Minecart! : Didn't

Every big platform game oughta have a minecart level, and this was going to have one, too!
Sticking with the AGameAWeek theme, I'd've plucked a nice neon-esque train from the past, and resurrected it as part of the adventures.
Once I decided to make the game pseudo-random, and work on a calender, though.. the minecart no longer seemed to fit in.
I didn't bother to organise a nice place for it, and it's been left out.
A future edition might resurrect the plan.


Hats : Did

I certainly didn't expect to do all of this!
Having added the first 5 or 6 baddies, I decided it was time to add some powerups. What better way to power up then to have a completely different skill based upon which baddy the player captures?!
Awesome idea!
And then I kept making more and more baddies, and started to freak out when I realised I had to then make a whole bunch of powerups to go with each and every one of them!
Things went a bit crazy for a while, but I got them all in there.
I have a whole lot more in mind, and a few baddies to go with them, but that'll be waiting for the 2nd edition.


Gravity : Didn't

I'm SO annoyed that I couldn't get this one to work!
Gravity flips are, for the most part, a simple thing to do. You just swap the gravity variable, and everything floats upwards.
Roofs and floors swap object values, and the job's done.
The problem?
The level generator couldn't always make good levels that work upside down.
It seems ok, until you start to add the watery floors and the great big hole at the top of the screen..
You'd fall upwards, end up at the bottom, and get killed by the roof!
At the same time, all the baddies would drop out of the top of the screen, and you'd be stuck in a pointlessly upside down empty area for the next minute or so.
If I take the time to build specific upside-down areas into the level builder, then that'll probably work better, but as it was I simply ran out of time.


Bosses : Did

Something else I don't normally bother with. End bosses usually require special abilities, a bit of AI, and plenty of other things that I can never bother to add..
This time around I made it a priority.
Sure, in the end, they're all more or less the same (except Idigidragon) but their random throwing of bananas, puking over the player, and stomping about keeps things lively enough that it's not entirely useless.
For the 2nd edition, I guess I'm going to have to start adding some new abilities!


50 Enemies : Didn't

Don't tell anyone, but the Duck Turret's in there twice! There's only actually 49 baddies in the game!!
Having said that, I did manage 49, and that's really not something I'd normally even attempt!
It took a long while to come up with them all. Most of the characters are retweaks of old AGameAWeek characters, but even those started to look samey after a while, so I had to try to find characters that looked wildly different to each other.


Dates : Half Done

There's .. um.. I think 14 special dates in the game, but they're not as big and apparent as I wanted them to be.
Special titles, special music, and other random features were supposed to be in there, but I didn't actually start adding the dates until the last week of coding.
There are particular baddies on special days, but that's about it.
'tis a shame that I never added more to that particular feature
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