Tom Rader : All Game

Thomas Rader's recollection of exciting game development events.

Megamania


Posted 1 year, 9 months ago at 7:32 pm. Add a comment





Project Facts

  • One Month Individual Project
  • Megaman remake
  • Platformer that resembles Megaman

Notable Features

  • C# Level editor
  • Game completed in two weeks
  • Loads Levels created from editor
  • Classic Music from Megaman 2
  • Keyboard Input

Megmania was a short project that we had to do in Structures of Game Design class. This was my first real game project that is more complex than a simple Frogger remake. I slaved countless hours and stayed in continuous crunch to try to produce my own version of Megaman. I was very happy with the end result and it was a lot of fun to just make Megaman jump around to the old music from Megaman 2. It reminded why I want to develop games.

Post-Mortem/Project Narrative:
This project was relatively short. I remained in crunch for the entire two weeks. I remember the morning of final turn-in, I rushed to get the burning effect on the enemies into the game. It was very risky, because I had to burn my gold disc in two hours and I had introduced a crash into the game with the effect. I didn’t want to scrap it, so it came down to the wire. I got it in and fixed the crash on no sleep. I didn’t have a real back-up at the time and the relief of burning the gold disc with the game complete really felt amazing. The day crunch ends. Oh the stress reduction.

I don’t hate crunching, but it’s definitely something I try to avoid. Work hard and efficiently so there’s no need to crunch. Only bad part is that Full Sail designs these projects so you have to crunch to pass. I wanted Megaman and the platforming elements significantly lengthened my development time. I kept asking myself, “Why make Megaman if it’s going to suck and not be a good version of Megaman?” The answer to that question in my brain was, “We’re doing Megaman and it’s not going to suck.” Crunch.Enter(); :)

Screens









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