So a new 2D platformer/beat-em-up game I worked on, and my first traditional retail game as a full-time game developer, is coming out on the GBA (yes, you read right, the GBA!) on October 2nd. It is available for only $19.99 (or $14.99 with a coupon from Wendy's!). It is called "The Legend of Spyro: The Eternal Night."
At first, you may not think a Spyro game on the GBA is worth your time given the history of the series on the platform, but please check out the trailer and read what I and the others in this thread have to say about it before you pass judgement. We put a lot of effort and passion into trying to make this one of the best GBA games on the platform. Its been compared to games like Astro Boy and Devil May Cry (but in 2D).
NOTE: I am only talking about the GBA version here, the DS and console versions are different games with their own unique feature sets, and I had nothing to do with them.
Here is some links to a nifty trailer I made for it:
Here is some of the reviews for it:
http://www.dsfanboy.com/2007/11/13/ds-fanboy-review-the-legend-of-spyro-the-eternal-night-gba/http://www.4colorrebellion.com/archives/2007/10/24/4cr-review-spyro-the-eternal-night-gba/http://www.acegamez.co.uk/reviews_gba/The_Legend_of_Spyro_The_Eternal_Night_GBA.htmhttp://www.racketboy.com/retro/nintendo/gba/2007/10/legend-of-spyro-eternal-night-gba-impressive-combo-filled-action.html
For anyone curious: I was responsible for coding the combat system, controls, physics/collisions, special effects, all of Spyro's moves, and the enemy AI. I also did much of the design work on the combat/combo system and Spyro's moves. I did not work on things like background art, animation, sound, menus, cutscenes, scripting, story (text), engine code, or stage design.
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I'm not one for Spyro and never played them...but this looks like a good little GBA title. I like the combos and the way they flow and it looks like you can mix and match some of them as well. I might actually consider getting this for my kids, but it might still be a slight bit difficult for them still.
Congrats on the job by the by.
Oh yeah, nice going on the job.
Edit: I agree Zephyr, the PSX ones are the games for me of that era. The Insomniac guys are awesome.
Then Enter the Dragonfly came on the PS2...
Steam: abunchofdaftpunk | PSN: noautomobilesgo | Lastfm: sjchszeppelin | Backloggery: colincummings | 3DS FC: 1392-6019-0219 |
Accualt - I can't talk about the details of development of the game, but I don't think anyone would mind if I say that the publisher (VUG/Sierra) were great to work with and I'd love to do more games with them.
Thanks for commenting .
Author of Minebot Arena and some other stuff
Congratulations on getting to be a large part of it all, and best of luck on continuing in the industry!
STOLE!
Also, what is this minebot and where does one get it?
Battle.net: Fireflash#1425
Steam Friend code: 45386507
http://www.minebotarena.com/
Steam ID : rwb36, Twitter : Werezompire,
you're asking for impressive visuals on the game boy advanced?
I'm not sure I can give details on the controls since the game isn't out yet, but lets think about DMC controls for a sec. For combat, specifically, you need:
Directional movement
Lock On
Camera control
Melee attack button
Ranged attack button
Jump button
Devil Trigger activate button
Switch melee weapon button
Switch ranged weapon button
Now, in 2D you don't need lock-on or camera controls. That leaves directional movement and 6 buttons. Spyro doesn't have multiple melee weapons to switch between, so the melee switch button isn't needed. The GBA has 6 buttons - Start, Select, A, B, L, and R. 5 of those could be used for the above (melee, ranged, switch ranged, jump, and Devil Trigger), the D-pad can be used for everything you'd use the left analog stick for in DMC, plus 1 button for pause/menu. Easily doable.
I've been told by many testers that the controls are smooth, responsive, and easy to use.
Author of Minebot Arena and some other stuff
These graphics aren't particularly bad, but they lack anything to make them particularly good as well.
We have had many comments from others in the industry about the graphics level compared to other GBA games. What GBA game looks much better?
Author of Minebot Arena and some other stuff
Looks great, don't suppose the other console games are scrolling beat em ups like this are they?
The console versions are 3D, not side-scrolling.
Author of Minebot Arena and some other stuff
The thing to bear in mind is that the Legend of Spryo iterations (at least the first one, I haven't had a chance to check out the trailer here but I assume it's the same from the comments) is that they share pretty much almost nothing in common with any of the previous games. While the PS1 games and the first two PS2 games were collectathons, the Legend of Spyro is a total reboot, completely scrapping the previous storyline (what there was, anyway) and gameplay, instead becoming a GoW clone. The production values on the first game were absolutely absurd, though it was linear, pretty short, and had a tendency to throw waves of identical enemies at you to try to disguish those two facts. I assume all iterations of the sequel are maintaining the same degree of quality, and hopefully fixing the flaws of the previous game.
Edit: Hmm, beat-em-up gameplay in 2d, been a while since I've seen that kind of thing. That's where it started, though, I suppose.
Awesome, THANK YOU for working so damn hard on the combat system. 2d sidescrolling beat em ups are like crack for me, I love every one I play and the last ones I played were Viewtiful Joe/2 and TMNT for the GBA and I buy nearly every one I come across.
The engine he's got there actually reminds me a lot of the Savior games geared a little more towards a platformer.
Besides, those that don't know about the new Spyro revival jothki mentioned may immediately assume the game is stupid without even looking at the thread, based only on the fact that its Spyro on the GBA. I was more trying to draw the attention of those that remembered me or were curious why a dev would be excited enough about a game they worked on to post about it here .
Author of Minebot Arena and some other stuff
If you double click on the topic name in the G&T index, you can change it.
Edit: Okay, I changed it to be more specific that it is a GBA platformer/beat-em-up trailer instead of just saying "Trailer for my first retail game". Also rearranged the first post to make more sense with the topic title change.
Author of Minebot Arena and some other stuff
Steam ID : rwb36, Twitter : Werezompire,
Something else to add to my list of games to buy.
1) How is the game length wise?
2) Is the sound track decent? (I know it's GBA, but I always feel compelled to ask about this)
The soundtrack is great, in my opinion. I actually have some of the tracks on my iPod now. Not every song is the greatest music out there, but there's a couple of real gems in there, and none of them are annoying or grating. I actually played through it with headphones on and was surprised at the music quality (I didn't have anything to do with sound direction so didn't really listen to it much at all during development).
Author of Minebot Arena and some other stuff
Like what language, what compilers, what art programs, let us know what you guys do to make a game because either this or the DS (well, the 360 now with XNA) is the best ground for hobby programmers.
It kind of reminds me of the Megaman Zero games or Megaman ZX, except with a lot more varied attacks to use.