I like to program, but my main interest in programming comes from making video games rather than making more utilitarian programs. You can blame Sonic and SMW hacking for this, Sonic hacking since I used to lurk Sonic Retro as a wee goblin, and SMW hacking because I have some hands on experience with it and it helped push me into programming due to its use of Assembly.
Finished Stuff
And Another Thing
The first collab I ever ran and it seems to have gone over well? An official release is close, with a release candidate out for now. Feel free to look forward to the LP, I am NOT reading the comments.
Things You Could Call Projects
Star Ocean clone
A basic RPG Maker 2003 project with an semi-rudimentary Action Battle System for its encounters, normal grid by grid movement on overworld otherwise. I've thought about a slight focus on male to male (and a few masc nbs ofc) romance with a rudimentary affection point mechanic, though I'm gonna make it much simpler than how Star Ocean 1-3 do it for sanity and scope's sake.
Currently halted, but it's cute enough that i'll get back to it.
old post:
A jokey project that's basically an attempt to make an RTP using project on RM 2k3 that actually feels good to play rather than just being a boring asset flip like RPG Maker is stereotyped as. I haven't really worked on this much, but a short, simplified game that is close to say, Shiroki Majo on Saturn with only a few mandatory battles and not much in the way of random encounters is good.
"Koba-rutal Mario"
A sort of ASM hack started due to how terribly Brutal Mario affected my life. Other inspirations include Japanese hacks of the era as well as Betterified and Tangy's SMBX work. I'm just hoping I can make fun bosses, though. I'd like to make it as ridiculous as some of the Japanese hacks that inspired me as well as the humor seen in say, Mischief Makers, Bangai-O, Gunstar Heroes and such, though I will probably be not putting some of the chaff Brutal Mario was saddled with, like an RPG level system and Vivian's Shop, the latter probably for another project.
Will be debugging Carol's work on said latter one to see how they did it though.
SMW levels
I started a small level pack hack the other month, and I kind of forgot about it! I'm thinking of mostly making a bunch of levels for fun, like SIG did back in the day, and compiling them for stuff they might be useful for. I see Tangy, as well as many others in the SMW level making community tend to do that (I guess Kaizo exempted, but I'm not 100% sure). It'll be good practice for making ports, graphics, bosses, uberasm gimmicks, as well as level design, and exploring uses for other people's asm assets.
Isometric Tactical RPG "template" of sorts
There's one aesthetic I really love in Strategy RPGs and it is Isometric Bullshit. It's currently halted for now, but I'm first gonna get used to the basics of isometric shit on both Godot and Game Maker, for a smoother development process. A basic skeleton to tinker with before doing anything remotely ambitious.
Non-games
Lunar: Silver Star documentation
I started exploring the innards of Lunar: The Silver Star on Mega CD for fun, but I think it'd help more if I had a program to help me properly debug it rather than relying on a ghetto-ass debugger for the MegaDrive (Gens KMod). I may have to write a program to help me properly analyze the files instead of just using a pirated Hex-Rays IDA with the MegaDrive 68000 plugin, thus I'd need to learn data compression algorithms and cracking them.
Things I'd love to do
More expansive 16-bit style Action RPG in Game Maker
Retro Western CRPG style game (Baldur's 1&2, Fallout 1&2, Planescape Torment)
Legend of Heroes Gagharv Trilogy (Windows versions) style game (maybe some FF12 influence)
non-RPG shit
SMBX stuff