There's a difference between lag and low framerate. I should know, I make game boy games and they're never that laggy. On the main menu alone there was a full second and a half delay between my input and the response from the game, which made me question whether or not the input was even registering. That same second and a half delay made the remainder of the game unplayable, since I could never get a handle on the timing.
Soft-C
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Yeah. The long stuff is meant to give a sense of scale, but without any other content to compare it to it's just long lol. Really? Huh, I'll consider it. Not really sure how to change it--tough to make it larger with the memory constraints of the Gameboy, and i don't want to shrink it down to be the same size as the sprites themselves
I'm going to leave them intentionally long in the final game, though I am going to add some life and purpose to them with extra rooms and randomly-generated NPCs walking through them. But one of the major themes of this game (at least, initially, lol) is the vastness of space, hence the absurdly-large world map. The size of your spaceship reflects that, to highlight just how small/slow the player is in comparison to the space they're travelling through.
Very much! I'm working on the procedural generation system right now, and it's very promising! I'm going to implement a rudimentary version for this game, but I'm going to fully fledge it out for its own title. (Even though it could be considered its own title right now, I've changed some of the mechanics enough to warrant a complete redo, purposefully designed for procgen.)