Your pixel art is already looking good. The Mega CD's scaling chip would help provide smooth scrolling for the Dracula game, but I know that's easier said than done :) I'm just secretly hoping other people put all the hard work into learning how to programme the Mega CD so that I can easily follow on in their footsteps and use it for my games!
@@RetroSegaDev I was just thinking that when you get the notice that dracula has awoken I was expecting it to be a real tension raiser, but then it felt like it took a lot longer than it should for him to reach you. Maybe give the player longer to explore before he wakes up and balance it by making dracula move 3 to 5 spaces towards you for every 1 step you take. This would add to the risk reward of giving you more opportunities to find things but having dracula waking up when youre further away from completing the mission, versus prioritising safety and completing the mission as fast as possible but coming away with less rewards.
Chords looks like a game totally made for me..so excited about that one😍 and Crypt of Dracula looks realy nice too. Do you plan to release thfm physically? In that case i will buy both
Both are looking promising. A bit of polish and mechanics and they can become great games. They probably can do very well in a physical release. Congrats and good luck.
@@RetroSegaDev I hope so, both look that can be very fun games to have and play. The Dracula game particularly looks that can be very much my type of game. Also adventures are always a welcoming addition to any library.
@@RetroSegaDev it just looks like a very good take in the roguelike genre that became very popular with roguelite indie games, with very cool retro graphics and gameplay. That's why I think people like it, those days everyone played some sort of game with roguelike elements. It clearly still needs more gameplay mechanics and a deeper combat system, but already looks cool. Some already proven ideas for the combat mechanics are more weapon/attack types to allow an effective and non effective Pokemon-ish type of combat and a special effect system to add a layer of strategy to it. But of course there is a fine line between deep combat mechanics and convoluted mechanics. And to add new complexity will eventually have diminish returns. To the point it will only affect negatively the experience.
I know how you feel, it's depressing looking at my Git history and seeing the last commit was over a year ago. I thought I'd get so much done through lockdown ahahahahah. Starting to get back in the swing of things now, though. Hope your creative streak holds!
I saw that fantastic Yarn VM implementation you built recently! Looks like it would make short work of a graphical text adventure game? Might have to ask you how that works! 😁 Looks very impressive! Yeah lockdown didn't result in me doing much other than completing a bunch of games in my Steam library 🤣
Damn, this is top notch graphics & programming... It's a shame that other genres have your attention :P ...Me personally, one of my favorite games (and something I'd like to see more of) was *_Dungeon & Dragons - Warriors of the Eternal Sun._* It's an RPG that has a 3rd-person, overhead view with traditional D&D turn-based combat for the Over World, and it has a 1st-person view for Dungeons with a sort of FPS style combat where you can assign the A & B buttons to melee, range, &/or magic. Honestly, since I feel like we were cheated out of a good *_Star Trek_* game in the 8-bit & 16-bit era, I really wanted to do a romhack of *_D&D - WOTES_* and turn it into a *_Star Trek_* themed romhack: But I think the major problem is that in the original rom, there's only 7 playable races/classes... but it looks like there's plenty of room to add 3 more: Which would bring up a rather heated debate, of which 10 Star Trek races do you add as playable ? Me personally, I'm gonna go with... 1. Human 2. Android 3. Klingon 4. Vulcan 5. Betazoid 6. Andorian 7. Nausicaan 8. Ferengi 9. Changeling 10. Denobulan But that's leaving off a ton of other popular races like Trill, Bajoran, Angosian, Orion, etc (too many to name). And while the Borg, Romulans, Cardassians, Gorn, Jem'Hadar, & the Xindi races are all popular, i feel like they're mostly hostile races that are better suited as enemies. Anyways, sorry for the tangent: Hopefully, this might give you ideas or inspiration for your next project, hint hint :P
I had an Idea, just some vague concepts that could be cool for the Dracula game. When he is seeking for the player, you could implement a hidden and seek mechanic and make him a insta kill monster. The player should avoid him while crawling to the top level, doing combat and solving puzzles, also you could have some itens for the player o find that could repeal Dracula momentary making the player able to survive a encounter per item and making Dracula returning one level back, even some itens to make him lose track of you for some time. At the top level the objective would be to find his room and destroy some amulet, or doing something else, that would diminish his power allowing the player to be able to combat him, also the combat should be hard, maybe making the player needing to retreat some times, luring Dracula to places that would give the player some advantages, maybe the player could be able to "trap" a room using some turns and itens. So the more itens the player could collect while avoiding dracula the easier would be the final battle, given a risk/reward strategy to the game. After killing him the doors of hell should open spawning new strong versions of the enemies (pallet swap would do) and the objective would turn into survive and exit the dungeon as fast as possible. Just some crude concepts, if you like anything feel free to use. It is not like they are fully detailed designs anyway. And I would be very happy if you managed to make any of those to work and it ended up in the final game. It looks very roguelikeish, the type of game I really enjoy to play. Also only 3 levels wouldn't make the game too short? I don't know how are you doing with space so far, but would be nice to have more levels and a few variations. I truly wish you luck with the games.
@@RetroSegaDev No problem man, I like the concept very much and it's already looking very good. Would love to see it get the best and fun to play mechanics possible and to become a real and successful release. I misinterpreted you, I thought you would replace the random generated levels using 7 pre-made levels to randomly pick the 3 levels each time. Would be nice to have something like that tho, some sort of pool of pre-made levels to randomly select from each play through, just to add more replay-ability since it will not be a very long game, and it is the type of game concept that is very fun to replay to try new strategies and to be surprised by luck.
It kinda came off the back of it! I realised rockstar force as a game wasn't gonna be entertaining enough. So took the rock element and did what I originally wanted to do with it which was a full on Snatcher style game 🙂
What about character progression. Is he gonna learn new techniques after killling and gaining experience There should also be a cutscene and dialogue when you first face Dracula and each boss monster should get a cutscene and dialog This looks extremely promising cant wait to buy it.
I'm attempting to develope a Genesis/Mega Drive game myself but am struggling with my C programming bootcamp. I've pretty much just gotten to compile a simple calculator. I found Ohsat's tutorials but have been reluctant to start them since I don't have more C under my belt. Do you have any recommendations?
Ooo I have 3 different Ansi C books that I regularly use. You can pick them up really cheaply these days as they're not as popular. Let me dig them out and I'll post links here later.
I'd personally recommend just starting the SGDK tutorials and see how it goes. I only had a little C when I started and it went fine. You'll eventually want to go back and study some more regular C after a while (as I have), but don't feel you need to be a C expert before starting to make games. Good luck!
@@PigsysRetroGameDevTutorials Awesome! Thanks! I think what's been holding me back from completing my studies was that I wasn't creating anything with what I learned. I jump into the tutorials today
These both look so good. Really hope you get to finish them would love to play them
Your pixel art is already looking good. The Mega CD's scaling chip would help provide smooth scrolling for the Dracula game, but I know that's easier said than done :) I'm just secretly hoping other people put all the hard work into learning how to programme the Mega CD so that I can easily follow on in their footsteps and use it for my games!
Good to see this project lives!
Also, here's an idea: 'Crypto Dracula': A vampire tech bro con man. Arguably scarier than a real Vlad Tepes III.
Nice, to see updates from your work. Keep up the good work! And take you the time you need.
Both are looking great, thanks for sharing!
I'm really loving the look of crypt of dracula! I dont know if you're open to suggestions at all, but even if not it's looking great!
Certainly open to suggestions. Still finishing the engine off but it's nearly there I think!
@@RetroSegaDev I was just thinking that when you get the notice that dracula has awoken I was expecting it to be a real tension raiser, but then it felt like it took a lot longer than it should for him to reach you.
Maybe give the player longer to explore before he wakes up and balance it by making dracula move 3 to 5 spaces towards you for every 1 step you take.
This would add to the risk reward of giving you more opportunities to find things but having dracula waking up when youre further away from completing the mission, versus prioritising safety and completing the mission as fast as possible but coming away with less rewards.
Chords is looking like it's gonna get super deep the further into the plot you get, my kind of story!
Yup! That's exactly what I have in mind for it 😁
Chords looks like a game totally made for me..so excited about that one😍 and Crypt of Dracula looks realy nice too. Do you plan to release thfm physically? In that case i will buy both
Yeah eventually I'm financing the work myself. Focus tends to be on chords mostly.
Both games look great 👍
Very impressive work! I really like the pixel art.
Thanks! Your comment was vory much appreciated ☺️ As pixel art has never been my thing!
Man I absolutely cannot wait to play this! Its looking incredible! Dracula I meant :D first time I've seen the second game. Looks great!
Thanks for the updates, both games are looking like so much fun!
Both are looking promising. A bit of polish and mechanics and they can become great games. They probably can do very well in a physical release. Congrats and good luck.
Hopefully! Fingers crossed I can get them both completed 🙂
@@RetroSegaDev I hope so, both look that can be very fun games to have and play.
The Dracula game particularly looks that can be very much my type of game. Also adventures are always a welcoming addition to any library.
Everyone loves the Dracula game 🙂 Admittedly it's had the most work! So naturally looks more finished.
@@RetroSegaDev it just looks like a very good take in the roguelike genre that became very popular with roguelite indie games, with very cool retro graphics and gameplay. That's why I think people like it, those days everyone played some sort of game with roguelike elements.
It clearly still needs more gameplay mechanics and a deeper combat system, but already looks cool.
Some already proven ideas for the combat mechanics are more weapon/attack types to allow an effective and non effective Pokemon-ish type of combat and a special effect system to add a layer of strategy to it. But of course there is a fine line between deep combat mechanics and convoluted mechanics. And to add new complexity will eventually have diminish returns. To the point it will only affect negatively the experience.
I know how you feel, it's depressing looking at my Git history and seeing the last commit was over a year ago. I thought I'd get so much done through lockdown ahahahahah. Starting to get back in the swing of things now, though. Hope your creative streak holds!
I saw that fantastic Yarn VM implementation you built recently! Looks like it would make short work of a graphical text adventure game? Might have to ask you how that works! 😁 Looks very impressive!
Yeah lockdown didn't result in me doing much other than completing a bunch of games in my Steam library 🤣
Damn, this is top notch graphics & programming... It's a shame that other genres have your attention :P ...Me personally, one of my favorite games (and something I'd like to see more of) was *_Dungeon & Dragons - Warriors of the Eternal Sun._* It's an RPG that has a 3rd-person, overhead view with traditional D&D turn-based combat for the Over World, and it has a 1st-person view for Dungeons with a sort of FPS style combat where you can assign the A & B buttons to melee, range, &/or magic.
Honestly, since I feel like we were cheated out of a good *_Star Trek_* game in the 8-bit & 16-bit era, I really wanted to do a romhack of *_D&D - WOTES_* and turn it into a *_Star Trek_* themed romhack: But I think the major problem is that in the original rom, there's only 7 playable races/classes... but it looks like there's plenty of room to add 3 more: Which would bring up a rather heated debate, of which 10 Star Trek races do you add as playable ?
Me personally, I'm gonna go with...
1. Human
2. Android
3. Klingon
4. Vulcan
5. Betazoid
6. Andorian
7. Nausicaan
8. Ferengi
9. Changeling
10. Denobulan
But that's leaving off a ton of other popular races like Trill, Bajoran, Angosian, Orion, etc (too many to name).
And while the Borg, Romulans, Cardassians, Gorn, Jem'Hadar, & the Xindi races are all popular, i feel like they're mostly hostile races that are better suited as enemies.
Anyways, sorry for the tangent: Hopefully, this might give you ideas or inspiration for your next project, hint hint :P
this is looking great! nice work
Your pixel art is great. That dungeon crawler looks cool and i don't even like that genre normally.
Dracula looks dope
I can't wait to play Crypt of Dracula. It looks fantastic!!
Thanks 😁
I had an Idea, just some vague concepts that could be cool for the Dracula game.
When he is seeking for the player, you could implement a hidden and seek mechanic and make him a insta kill monster. The player should avoid him while crawling to the top level, doing combat and solving puzzles, also you could have some itens for the player o find that could repeal Dracula momentary making the player able to survive a encounter per item and making Dracula returning one level back, even some itens to make him lose track of you for some time.
At the top level the objective would be to find his room and destroy some amulet, or doing something else, that would diminish his power allowing the player to be able to combat him, also the combat should be hard, maybe making the player needing to retreat some times, luring Dracula to places that would give the player some advantages, maybe the player could be able to "trap" a room using some turns and itens. So the more itens the player could collect while avoiding dracula the easier would be the final battle, given a risk/reward strategy to the game.
After killing him the doors of hell should open spawning new strong versions of the enemies (pallet swap would do) and the objective would turn into survive and exit the dungeon as fast as possible.
Just some crude concepts, if you like anything feel free to use. It is not like they are fully detailed designs anyway. And I would be very happy if you managed to make any of those to work and it ended up in the final game. It looks very roguelikeish, the type of game I really enjoy to play.
Also only 3 levels wouldn't make the game too short? I don't know how are you doing with space so far, but would be nice to have more levels and a few variations.
I truly wish you luck with the games.
Thanks for the ideas! You misheard me I said 3 are implemented in this build. It's actually 7 levels 😁
@@RetroSegaDev
No problem man, I like the concept very much and it's already looking very good. Would love to see it get the best and fun to play mechanics possible and to become a real and successful release.
I misinterpreted you, I thought you would replace the random generated levels using 7 pre-made levels to randomly pick the 3 levels each time.
Would be nice to have something like that tho, some sort of pool of pre-made levels to randomly select from each play through, just to add more replay-ability since it will not be a very long game, and it is the type of game concept that is very fun to replay to try new strategies and to be surprised by luck.
Incredible. Matt is the second game a newly named rockstarforce?
It kinda came off the back of it! I realised rockstar force as a game wasn't gonna be entertaining enough. So took the rock element and did what I originally wanted to do with it which was a full on Snatcher style game 🙂
Fantastic!!!
Great🍾 🔥🔥🔥
What about character progression. Is he gonna learn new techniques after killling and gaining experience
There should also be a cutscene and dialogue when you first face Dracula and each boss monster should get a cutscene and dialog
This looks extremely promising cant wait to buy it.
Thanks! I think getting the base game down is my main objective right now it's still light on gameplay! 🙂
I'm attempting to develope a Genesis/Mega Drive game myself but am struggling with my C programming bootcamp. I've pretty much just gotten to compile a simple calculator. I found Ohsat's tutorials but have been reluctant to start them since I don't have more C under my belt. Do you have any recommendations?
Ooo I have 3 different Ansi C books that I regularly use. You can pick them up really cheaply these days as they're not as popular. Let me dig them out and I'll post links here later.
I'd personally recommend just starting the SGDK tutorials and see how it goes. I only had a little C when I started and it went fine. You'll eventually want to go back and study some more regular C after a while (as I have), but don't feel you need to be a C expert before starting to make games. Good luck!
@@PigsysRetroGameDevTutorials Awesome! Thanks! I think what's been holding me back from completing my studies was that I wasn't creating anything with what I learned. I jump into the tutorials today
@@RetroSegaDev Yes! Thank you!
KS!