Perhaps something like spindizzy would be nice too.{/quote]
Well, I was thinking about that a bit too... But untill later, "it's only sprite"
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1. a level editor.
2. a method to send these "levels" to other gamers.
3. use a database structure to allow for new "block" types to be added with expansion packs. (like spring-boards, car-washes, OOH and mini-gold traps! You know, little windmills and dinosour tunnels!)
Absolute must haves - all 3 of them (Was already thinking of those...)
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online multiplayer gaming support
Well, don't really know about that... I'm concentrating on one player game for now...
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big resolution ( its morphos, is RTG !!
Well, I've thought a bit about having many resolutions for blocks, but currently, I have set, I designed for 640x480 resolution in mind...
The game has and will have 8bit graphics, and before someone starts screaming I should use =>16bit, 8bit DOES have certain "advantages", many of which I'll be using in my game...
(Including, but not restricted to palette fading...)
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very well made intro ( or no ? :) )
Don't really know about that... But in any case, that's likely something, that can & will be left "for later"
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joystick support
Well, that will be quite must-have...
And about a few "features" I was considering...
-Possibility to have different "Basic colours" for blocks for each level
-Doing many selectable "designs" for ball, with user selectable colours
-About blocks, maybe have seweral sets of them, all (some) with own palettes, that can be different for different levels
-Having quite some blocks, that don't really affect gameplay, but can be used to make level look cool
Well, that's what I've been planning for first version...
But current version has one BIG restriction, that will likely stay there, untill there's actually "playable" version of game: It can only have one onscreen "sprite" (the ball)
Yep, it's as bad as it sounds, but I won't likely be "fixing" that untill some time later, have to concentrate on other things first....