By Dante Retro Dev
Dante Retro Dev: "Could be the next project after Green Beret. It's a huge gaming
franchise with massive fan base and people have very high expectations,
so its fate is uncertain while I remain "one-man development team".
Konami had large and professional (full time) staff to develop the
original Castlevania games back in the day and they took their time for
each release. While on the Amiga, where the norm was one programmer and
one artist doing everything in extremely tight release schedules,
results were mixed for big games (with a big name) like this.
Today we got great modern tools like Scorpion Engine (used here) and it helps a lot (this wouldn't be feasible at all without it)".
**DISCLAIMER**
**THIS IS NOT CLAIMING TO BE A 1:1 PORT OF SHARP X68000 game at any point. That was a computer costing the equivalent of ~US$6,000.00, several times the price of your typical Amiga back then. ** The point is to show what we could have if we embrace slightly higher minimal specs rather than demanding everything to be OCS/512KB Chip. Could it be done to run on stock A500? Perhaps, but that will demand a near full time ASM programmer + artist + musician over the span of 1+ year.
**Bear in mind that just a couple of years ago, games done with AUTHORING ENGINES required 68030+FastRAM to achieve this performance.** To have unaccelerated machines (A1200 here, and A500 for Green Beret) running it, is a big victory for Scorpion Engine.
What is in this demo? The whole level one, with its sections (1-1,
1-2 etc) right up to the boss, which can be destroyed and drops an orb.
The basic "framework" for the game is set: main character has whip and
secondary weapon picked along the way (knife in this prototype), gets
'hearts' for mana by destroying candles, I think that I've included all
level 1 enemies (except that huge floating eye), enemies have functions
(red ones can jump out of the water and shoot at you) etc.
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