Introduction (So you can decide if you want to stick around.. ha)
So Ive never been a blogger. Forgive me if I get this all wrong. But regardless I hope you like the content and maybe over time I'll get the hang of it.
I'm working on a project now (for about 2 months) that is based on an idea I had about 3 months ago. Ive tentatively named it 'croma' which stands for Classic ROM Advanced. As the name may suggest the idea is to take a ROM, and advance it in some way.
But in what way?
Well as a little background - I'm a scripter. I've never liked to be called a programmer, so I stick with that. My career has been in IT Engineering and I love to make things (through scripts, i.e Batch, Bash, Python, PowerShell) work as they were never originally planned to do. So, for instance creating a batch script that acts like SCCM (application deployment), or many others but I won't go into that now as it's already taken up a paragraph here. But this premises is to give an idea as to how/why I had this idea, and why I CRAVE to get it working and into the hands of old school gaming fans.
Anyone who has experienced the endearing grasp of gaming nostalgia, and afterword basked in the fulfillment that she gives you - Understands the need to keep old school alive - And will most likely never give up on the love they have for her. This is what drives me.
CROMA Summary:
At the base layer you have the emulator, whether that be FCEUX to KEGA, or others (building for these two, however it should work with all)..
On this layer, you can play the game as intended in the awesome emulation of the PC.
I've added two layers:
- Simulation Layer
- Networking Layer
Generalized Overview |
This is a process that runs on top of the emulator (all packaged together - seamless). It allows for simulating virtually anything you'd like as if it's within the game itself. Through a bit of magic and analysis while playing this layer enables:
- Simulation of two or more players in a single player game.
- Statistic gathering from within the game (i.e achievements, stats and leaderboards, and factoring of in game objects and characters).
- New game modes (i.e. tag, arena, pvp, coop,simulated new boss battles).
..That's just the start of the possibilities.
Prototype level select in Unity3d |
Networking Layer:
This layer splits in two, one part sits on top of both networking and emulation, the other wraps all of the layers which entails:
- All networking between game clients is managed here, game info is passed from the simulation layer.
- Entire UI is built on this layer, which lets you choose games, view stats, watch people play games, and interface with other players in a virtual world of your ROM games and like minded gamers.
- Game launching, player matching, stats, player location, physics, leaderboard info, etc.. are passed through here and managed between the players within the same game. While stats and other non visual data is piped to the server to allow players to view their statistics.
Prototype - Remote player is a static Mega Man img which follows actual coordinates on the same screen. Working on pulling full animation of character.. |
- Actual Health bar and game score from each player is overlayed onto the remote players screen. Additional scores can be overlayed for specific game types and stored.
- Username and stats are all on the Simulation layer
- Menu button opens a UI for managing returning to the Unity game world, restarting, among other things.
If you're interested, stay tuned - I need all the push I can get!
If you would like to help test the games stability let me know and I'll be sending an alpha download somewhere down the pipe.
ETA on an alpha build is somewhere within 2014. This build will have:
- Minimalist game world where you can find other players to join
- Two player Mega Man and one added game mode - Arena - Where two players fight can each other.
- Minimalist statistics server side (i.e. games played +time played, arena scores, shots fired, jumps jumped, etc..).
Currently I have a working - non aesthetic - prototype.
I'll be chronicling the development within a weeks time of each major change.
- ll
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