
So 2007 is about to end. For you east coasters, it’s already over. Happy New Year.
A quick update, since I haven’t written in over a month.
Prototyping is going well. I have three prototypes now- the first one sucks, but I’m keeping it around until I can figure out something to do with the game mechanic. I’m leaning toward the scrap-that-shit-and-make-something-cooler approach. The idea is to give the Fic treatment to old arcade games, and the one I wanted to start with is Missile Command. But, as it turns out, going back to the game, I realized that I never really liked Missile Command to begin with. Oops. There just isn’t all that much you can do with that mechanic. The change I really want to make is allowing the cities to move around, but then it’s not Missile Command at all- it’s Space Invaders. So this idea I think needs to be brought back to the drawing board.
While that’s going on though, the second prototype I’m working on is awesome. I really want to take this further. It’s a beat-em-up, so think Double Dragon, although right now the gameplay is similar to the beat-em-up levels in Battletoads.
As an aside, I finally got to playing Battletoads, both to find ideas and inspiration, but also because I never played it as a kid and everyone kept saying how hard it was, especially the bike level. It’s worth noting that I FUCKED THAT BIKE LEVEL UP. Oh man. Not only did I ruin its shit, it was also one of the most fun moments I’ve had with a beat-em-up. The level I had the most problems with was that fucking level where you’re on the unicycle-type-thing and the giant orb is chasing you- mostly because it actually points out a problem with the 360 sticks. Namely, the use of analog sticks for directional control when you need frame-perfect timing.
For those that haven’t played it, the level has you on a track which twists and turns in the four compass directions. You have to hold in the direction the track is going to pick up speed. If you hit nothing, you slow down, and if you hold in the wrong direction, you slow WAY down. The whole time a giant orb is right on your ass, and if it catches you, you instantly die and have to repeat the level. Now, using analog sticks, this level was impossible. I just couldn’t get the precision I needed to hit all the turns without slowing down. The only way to get through it was to switch over to the keyboard and use WASD, which let me switch directions the exact frame I hit each turn. This game is hard as hell.
Anyway, back to my prototype. All you need to know is that beat-em-ups are getting the Justin Fic treatment. That means fast action, awesome controls, and blood and dismembered limbs like you wouldn’t fucking believe. It will use the familiar 2.5D angle, and combat will be much closer to Battletoads, or the newer Castlevania games. I’ve added a cool system for melee attacks to the engine so attacks can be as complicated as I design them in XML. If you listen to the Best Damn Podcast Ever you have heard that I will be at MacWorld showing off what I have. If you’re going, I will be helping Freeverse with their booth this year, and will be there for the entire expo. Stop by and ask me about the game and I’ll be happy to show it off!
Finally, the third prototype is still very early in development. It’s the same type of idea as the first prototype, but as it happens, Bruce Morrison is interested in a game that uses its exact mechanic, so I threw something together. With the FicEngine, it took maybe a few hours. Most likely it will remain under wraps for awhile, at least until after MacWorld, and depending on how the beat-em-up is received. Rest assured it’s a game mechanic I’m familiar with, and very good at, and it’s a game that does absolutely need to be made. I’ll keep you posted.
Anyway, happy new year. Peace.