Chimera: The Home Straight for the Remake

Screen Shot 2012 11 06 at 21 35 57

I hope you enjoyed that little blast from the past. I’ve found the process thus far hugely enjoyable. It’s been therapy.

My day job is demanding and rewarding in equal measure and leaves almost no time for a 46-year old has-been wannabe programmer to make a game, no matter how simple. Well that’s the conventional wisdom. And I say stuff the conventional wisdom. I made the time. I’ve managed to fit in plenty of other stuff too. It’s been a truly extraordinary year. I’ve become reasonably competent at table tennis and lost a load of weight too. It can all be done if you are prepared to focus. That’s the only difference between this year and many years gone by, that I managed to develop focus and let slide that which does not matter. 

So enough of that, what next for Chimera now that a playable version of the game exists? (It can be completed by the way, with all the original rooms and puzzles in place, that’s my definition of a first playable.)

Here’s a partial list:

  • Music
  • Sound effects
  • Disabled enemy animation
  • Player death animation
  • Text system (remember the “event handler” scrolling text? This new system, TBD, will replace that)
  • Energy / Coolant display in bar format
  • Trophies and On-line Leaderboards (OK, that’s a lie)
  • Score handling and display
  • Inventory displayed a bit more neatly
  • Title screen
  • Credits screen
  • Victory sequence
  • Mouse control
  • Co-operative on-line multiplayer (OK, that too, is a lie)
  • Control settings screen
  • Terminal handling with text display
  • Tuning – graphic touches and gameplay tweaks

So not an awful lot to go really – doing the above takes me to beta I think. I will skip alpha. Alpha is meant to be an internal test anyway, and let’s face it, I’m the internal test.

Here’s my deliver schedule:

Sunday 11th November:  2nd Playable

Sunday 18th November: Beta

Sunday 25th November: 1.0

I’ll leave you with some feedback from Twitter and ADN

 

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