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	<title>Tummai Games &#187; story</title>
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	<description>NES homebrew! Development blog for homebrew NES games</description>
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		<title>Ramses Game: 1 &#8211; Introduction</title>
		<link>http://www.tummaigames.com/blog/2010/02/11/ramses-game-1-introduction/</link>
		<comments>http://www.tummaigames.com/blog/2010/02/11/ramses-game-1-introduction/#comments</comments>
		<pubDate>Thu, 11 Feb 2010 14:30:22 +0000</pubDate>
		<dc:creator>Thomas</dc:creator>
				<category><![CDATA[Ramses Game]]></category>
		<category><![CDATA[overview]]></category>
		<category><![CDATA[progress]]></category>
		<category><![CDATA[story]]></category>
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		<guid isPermaLink="false">http://www.tummaigames.com/blog/?p=213</guid>
		<description><![CDATA[I mentioned in my previous post that I have started a new project. I learned a lot about code organization since the last time I worked on Explorer and I wanted to start fresh. This project isn&#8217;t as ambitious as Explorer is, so I should be able to complete it more quickly and build my [...]]]></description>
			<content:encoded><![CDATA[<p>I mentioned in my <a href="http://www.tummaigames.com/blog/2010/02/08/button-combos-sound-engines-and-scopes/">previous post</a> that I have started a new project.  I learned a lot about code organization since the last time I worked on Explorer and I wanted to start fresh.  This project isn&#8217;t as ambitious as Explorer is, so I should be able to complete it more quickly and build my nesdev skills.</p>
<h2>Ramses Game</h2>
<p>The new game is tentatively titled <strong class="red">Ramses Game</strong>.  It&#8217;s a single screen action/puzzle game with a cutscene-driven storyline.  I&#8217;m using ca65 to assemble and the UNROM mapper.</p>
<h3>Story</h3>
<p>The story of the game goes like this:</p>
<blockquote><p>Ramses (the hero) was kidnapped from his home by space pirates and sold at a slave auction in the Artajian system to a cruel master named Bonehammer.  Now he finds himself on a monster-infested planet, trapped in a strange prison with a bomb strapped to his chest.  He sees a hammer in the corner of the room.  Curious, he picks up the hammer and the game for his life begins&#8230;</p></blockquote>
<h3>Gameplay</h3>
<p>I got the idea to make Ramses Game while I was playing Dragon Quest V on the DS.  There is a mini-game in DQV called <strong>Slime Smack</strong>, which is basically a touch-pen version of Whack-a-mole game with slimes:</p>
<p><object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/6PxS2zCB3Ns&#038;hl=en_US&#038;fs=1&#038;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/6PxS2zCB3Ns&#038;hl=en_US&#038;fs=1&#038;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object></p>
<p><strong>Ramses Game</strong> has a very similar concept.  The flow of gameplay looks like this:</p>
<blockquote><p>There are a series of HOLES.  CREATURES come out of the holes.  You whack them in the SEQUENCE indicated before the TIMER runs out.</p>
<p>Successfully whacking all CREATURES in a SEQUENCE will add time to the TIMER and bring up a new SEQUENCE.  Successfully completing a series of SEQUENCES (7-10?) will advance you to the next AREA.</p>
<p>If the TIMER ever reaches zero, you lose a LIFE.  If you lose all your LIVES, game over.</p></blockquote>
<p>Ramses Game will differ from Slime Smack some key areas though:</p>
<ol>
<li>You use an <strong>NES controller</strong> instead of a touch-pen.  This is why I was working on up+B, down+A button combinations.</li>
<li>A much larger variety of monsters with different abilities.  I have a design document full of monster ideas that will make the game more fun and challenging.</li>
<li>Multiple area themes, with matching monsters.</li>
<li>Possibly bosses at the end of each area.</li>
<li>Difficulty curve: at the beginning of the game there are <strong>eight holes</strong> and sequences of <strong>four monsters</strong>.  By the end there will be <strong class="red">ten holes</strong> and sequences of <strong class="red">six monsters</strong>.
<li>Cutscene-driven storyline to give the game more depth and color.</li>
</ol>
<h2>Progress</h2>
<p>I&#8217;ve made quite a bit of progress in the few days I&#8217;ve been working on it.  I have a placeholder gameboard that displays.  I have input-reading routines that successfully detect button combinations.  When you whack a hole on the gameboard, you get a visual and audio cue.  I made some dummy monster images that display up in the sequence indicator.  Everything is coming along nicely.  Here is a video of current gameplay:</p>
<p><object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/irhzagiaBbE&#038;hl=en_US&#038;fs=1&#038;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/irhzagiaBbE&#038;hl=en_US&#038;fs=1&#038;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object></p>
<p>I&#8217;ll post some code snippets next post.</p>
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