I originally started working on this game as an entry for a coding competition. The genre was puzzle games and I thought a switch-throwing maze game would be fun to write. I missed the deadline for the contest long ago but I kept working on the game anyway. Now I’m thinking about taking the game in a new direction.
The decision to make a maze-only game was made because there was a deadline, and because the genre for the contest was “puzzle”. But now that I have as much time and freedom as I want, I think I’m going to expand the game beyond just finding your way through a maze. Specifically, here are some things I want to add that weren’t in the original plan:
- Enemies and bosses
- Weapons
- A way to die (ie, health bar)
- A way to improve (more weapons. powerups… level ups?)
In addition to these changes, I’m also going to change the setting and storyline completely. No more treasure hunting archaeologist. I haven’t worked out all the details but I think it’s going to be somewhat sci-fi, with the hero as a cyborg (ie, guns not swords). I think using the Guardian Legend girl as my test sprite has influenced me in some way. :).
Anyway, this comes at just the right time. I just got switches and doors working and the next thing I was going to write was a way to break the breakable blocks. In the original maze-game concept there was going to be an item (like a hammer) that the archaeologist hero would find to allow him to break blocks. Now I think it will be a powerup that makes your gun blast stronger.
Next objective: make the hero shoot a projectile when pressing A.

Cool, it’s always nice coming up with a new direction for something : )
Not much else to say haha I have some code that I wrote to keep a weapon from doing more than two shots, but I’m sure it could be coded better. I could post it if you like, but I doubt you need any ideas on how to do it. You seem to have the object-coding down alot better than I.
@Rob: Sure, go ahead and post it. I like to exchange ideas. I often look at how other people/games do things to get ideas. In fact, I’ve been spending the past few days sifting through the FCEUX debugger looking at other games’ code (which is why I haven’t updated in a few days).