Subject: Re: [stella] katamari damacy, sick and twisted From: "mike m." <bomberpunk@xxxxxxxxx> Date: Sun, 26 Sep 2004 22:15:50 -0700 (PDT) |
not crazy at all, man! what's up Nick. i've been on the stella list for over a year now, although i've NEVER posted a message; until now. i played the japanese version of katamari damacy a few months ago at my cousin's house and have been since anticipating the US release of this game. after going to a dozen stores, i finally found a copy. anyway, i don't even know why i'm on this list. i know 0% about 2600 programming and almost every email i read, i'm like "huh?". but i love the files. i love seeing and experiencing the progress from the first prototype to the final release that gets sold on AtariAge. and that's 'cause i'm a programmer myself. but in a different language; Qbasic. well, to make a long story short, the reason i replied was because i had made a stripped-down basic version of Katamari Damacy in Qbasic. if you want ot try it out, i've attached the BAS file. just open it in Qbasic and hit SHIFT+F5 to let 'er rip! i'd love to help out any way i could to get your spinoff game in action. in fact, my game may set a good starting point for you to expand on. if you want to email me back directly, use bomberpunk@xxxxxxxxx cheers, Mike --- Nick Bensema <nickb@xxxxxx> wrote: > I just bought Katamari Damacy for the Playstation 2. > Very good game, > very original. > > For those not in the know, it's a game where you > push around this ball > and stuff sticks to it, and as more stuff sticks, it > grows bigger. So > you can start out the level getting beaten up by > mice and picking up > thumbtacks, and end the level picking up a parking > garage and a soccer > team. http://katamaridamacy.jp/ is the original > site, and there's an > English-language review here: > http://game-science.com/reviews/ps2_kd.html > > After playing it all day today, I already think I > might be able to make > a 2600 version. > > OK, I can't create an immersive 3D world with > thousands of objects, but > I can make a game like this: > > * The player can push and steer a ball. It'll > probably look like River > Raid, though closer to Journey Escape. > * Items that are small enough will stick to the > ball, causing it to grow > in size. > * Smaller items will cause the ball to grow more > slowly than larger items. > * Hard collisions with items that are too large will > cause items to > break off the ball, causing it to gradually shrink. > * Items appear to shrink relative to the ball as it > grows. > * Some kind of rule regarding awkward items changing > the way the ball > rolls. > > Graphically, it would look something like this: > * Items too large to pick up, like furniture, > houses, mountains and > cliffs, would be represented on the playfield. > There might be > 16-pixel-wide versions of the 8-pixel-wide bitmaps, > to make them proper > obstacles. > * Items small enough to pick up would be represented > by player graphics, > of varying widths. > * The katamari ball is, well, the ball. > * If there's enough memory, we would have a cache of > two or four objects > that appear to orbit the ball as it rolls. But that > means that missed > objects would disappear as they passed. OTOH, it > would give us a way to > graphically represent objects flying off when things > collide. > > so, how crazy am I? > > > Archives (includes files) at > http://www.biglist.com/lists/stella/archives/ > Unsub & more at http://stella.biglist.com > --+---------------------------------------------------------------- > You are subscribed as: bomberpunk@xxxxxxxxx > To unsubscribe, send email to: > stella-unsub-141376@xxxxxxxxxxxxxxxxxx > Or go to: > > http://stella.biglist.com/unsub/stella/bomberpunk@xxxxxxxxx > --+-- > > __________________________________ Do you Yahoo!? Yahoo! Mail - Helps protect you from nasty viruses. http://promotions.yahoo.com/new_mail
Attachment:
KATAMARI.BAS
Description: KATAMARI.BAS
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