Thanks, that's a pretty good idea and probably wouldn't even take that long to implement. But if I ever revisit this, I'd probably add some kind of obstacle to dodge first
voxel
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I've been asked a couple of times about RaylibDC, so figured I'd post some links to that and other resources. Feel free to add your own!
- Raylib4Dreamcast write games in C with the well known Raylib library
- Simulant A cross platform C++ game engine
- Antiruins A Lua game engine
- Kallistios The underlying framework that makes most Dreamcast homebrew possible, very actively updated and lots of example code
- Dreamcast Wiki Loads of help and tutorials to get started
- DCEmulation Public forum full of useful secrets and lore
Fantastic game once again! I ran into a few confusing moments but each time I found the right menu item after a little searching. The addition of the manual is really nice, especially the in-universe introduction.
At first I thought the menu system was going to be quite clunky, but the shortcut keys really speed things up to the point where the game just flows so nicely. Being able to heal unconscious squad members back to consciousness, recruiting hostages and looting fallen enemies to turn them into full soldiers - so much more depth than I'd initially expected.
I understand the '20 minute session' idea but I can't help but want a slightly more fleshed out version. The scoreboard definitely adds replayability but I'm emotionally invested in Medic Usteme's career and would love to carry units across missions. Still, it's better to be left wanting more than to be bored, and I definitely wasn't bored
Thanks for the kind words Sam. I don't have the capacity to share the process in a fun and interesting way, but I wrote this in C on a modern desktop PC, used http://gamedev.allusion.net/softprj/kos/ as an interface to the Dreamcast hardware. There's forums where people still discuss DC dev, and the 'Simulant' discord server is very active with dreamcast developers.
Also: amazing glasses in your pic
I'm finding this really tough despite having played Bread and Fred, a game using a somewhat similar mechanic. But the presentation is amazing. I really like this red-figure/black-figure greek pottery visual style. Music is also good and the gameplay feels very solid, the fact that it's hard is down to me being bad, not the game being unpredictable or unfair