Mystic Searches for NES

Mystic Searches for NES

The creation of a new 8-bit game for the NES, a documentary about its creation, and tutorials to help others make their own NES games.


Aparte de la creación del juego para Nes, grabaran un documental de todo el proceso.
No hay nada ingame, así que por ahora todo son buenas palabras y bonitos diseños conceptuales

A ver en que acaba todo este proyecto, parece realmente ambicioso, pero quien mucho abarca .....

El equipo creativo, es realmente amplio, y parecen tomárselo de forma muy seria, a ver ....
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https://www.kickstarter.com/projects/1316851183/the-new-8-bit-heroes-new-nes-game-and-creation-doc

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Fast forward 25 years. While visiting my parents, I accidentally stumbled upon a weather- worn cardboard box in their toolshed. It was mostly destroyed, but inside were trace remnants of those 25 year old designs And I realized something. Over the 25 years, I'd become a writer, a musician, a programmer...all, arguably, as a direct result of that time spent in those 8 bit worlds; maybe thanks to those unrealized design documents created at 7 years old. My adult experience granted me a unique opportunity the child me had never had...I now had the ability to actually MAKE that game!

So, I assembled a team...a published fantasy novelist to help with the narrative development, an accomplished illustrator and cartoonist to design new concept art, a film score composer to create the music, and others. With the help of Kickstarter, we will actually build Mystic Searches as originally intended - a brand new 8-bit adventure game for the Nintendo Entertainment System.


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Not only that, but this particular NES cartridge will be a bit unique. Yes, there will be an 8 bit game that will play on the actual hardware as expected, but it will also house a more modern game on flash memory accessible via a USB cable. The two games will be able to talk to each other, so when you unlock secrets or achievements in the NES game, it will alter the world of the modern game that is playable on Mac or PC. With this, we are hoping to provide gamers with a truly unique, multi-platform experience!


https://www.youtube.com/watch?v=F_tO5Qbhx0U

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Pinta muy bien.. El problema de estos proyectos es q no hay garantías de q se llegue a finalizar. Lo seguiré de cerca
Pequeño update de Joe Granato ‏del proyecto .....

FROM THE MYSTIC SEARCHES THINK TANK...

So here is a stumper. Mystic Searches is and has always been rooted in the idea of exploration, and in that, an open world to explore. Some important ideas that have continued to pervade the development have been:

• No linear paths through the game; an open world to explore

• Reward the player for exploration

• Actions have consequences / repercussions on the game world...not everything will be attainable, sometimes the player will have to make choices.


Yet on the other hand, it is very much an adventure story, just as surely rooted in a hero's journey narrative.

There is a little bit of a potential contradiction there. For instance, let's say we have AreaB and AreaX (no spoilers yet!). If this game is to progress like the hero's journey, it's almost implicative that AreaX is more challenging than AreaB, or that the player will need a skill or collectable from AreaB to succeed or advance in AreaX. If AreaB and AreaX can be attempted in any order, that would imply that they're likely the same level of difficulty and that there is no prerequisite attained from either to successfully play through the other.

But that leads to a bit of stagnation. If the levels don't get progressively more difficult, or the player doesn't feel that he is progressing and that the character is growing 'stronger', it feels much less like a true hero's journey narrative, and leaves this type of game feeling rather flat.

We considered making monsters increase in difficulty as the player increases in ability, that way the order in which the player played wouldn't matter, but it would still get progressively more difficult, but that seemed wonky too. For two reasons...

One...I mean come on, could you imagine if you've leveled up to some unthinkable god-like exp level in Dragon Warrior, and when you run into a Slime, it has the potential to actually go toe to toe with you? Of course not. As your player navigates the game, he *should* feel more powerful, both because he's become more comfortable with the controls and is better at playing the game (as experienced in most platform games and such), AND because the character has become a stronger character (as in RPGs and adventure games).

Two...that doesn't solve the problem of escalating threat anyway. All that it does is keep the threat on par with the character's strength. Again, that leads to a sort of stagnation.

A game series that I really studied to find a potential answer to this conundrum was, believe it or not, the early Mega Man series. It's a strange fit because, aesthetically, it is very different from the game we are creating in most ways. However, think about how advancement in Mega Man works. You can play the stages in any order. Each stage is fundamentally rather simple and escalates in difficulty by the end, where there is a boss fight. The boss fight yields a power up that may help make some levels easier to traverse, making the character feel as if he's grown stronger.

So what would happen if we extrapolated that basic idea into an adventure game? While Mystic Searches doesn't have a 'stage select', it does have areas. What if we used a time or screens-entered sort of metric to assess the difficulty level of the area? The longer spent in an area, the more dangerous monsters or adversaries seek you out? It makes sense from a narrative perspective, since there are forces trying to stop you, and being in one place for a long time would make the character easier to hunt down by all malevolent things. It allows for every area to have that sort of escalating threat while still allowing the hero to blaze through once he's all 'powered up', the length of 'ease' determined by just how powered up he is.

Anyhow, consider this a quick glimpse into the minds of a bunch of current NES developers who are figuring it out as they go.

Thank you all for your support. Some big news coming very soon.
Esperando esas novedades! [oki]
Here is a video update, mostly summarizing what I just said with an early glimpse at the mechanics of the game working on an actual NES, and below a few concept->in game sprite comparisons.


El pequeño avance en vídeo, me ha dejado muy buenas sensaciones, esta claro que el proyecto va para largo, pero la base parece solida, no se lo que tardaran ....... pero parece que valdrá la pena.
https://vimeo.com/149888099

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Por dios, es tremendo ¿no? Menudo acabado le quieren dar...
Parece que pinta bien, a ver que tal resulta ser el juego completo.
Also keep in mind - you're only looking at not quite 10% of Mystic Searches with this beta...so if you enjoy this small adventure, you have a lot to look forward to!

https://www.youtube.com/watch?v=RvmXPqI ... e=youtu.be

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[img]https://ksr-ugc.imgix.net/assets/015/826/462/b3a0e586514c2c7b88ff3c6dddd61788_original.png?w=639&fit=max&v=1489246777&auto=format&lossless=true&s=c65f089d522204b99abe1cd150bb8f11[/img

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Pusieron la beta del juego en descarga directa junto con un emulador hace unos meses:

http://steamcommunity.com/sharedfiles/f ... =880758073
Mola! Se ve de muy buena calidad!

Lo de que el personaje salte se hace curioso, no lo había visto nunca en una perspectiva "isométrica" sin suelo a "racholas" tipo Sonic 3D. El personaje tiene sombra para no perderse en los saltos :)
rolps escribió:Mola! Se ve de muy buena calidad!

Lo de que el personaje salte se hace curioso, no lo había visto nunca en una perspectiva "isométrica" sin suelo a "racholas" tipo Sonic 3D. El personaje tiene sombra para no perderse en los saltos :)


La idea del salto la debieron de sacar de StarTropics (1990) [Nintendo]
https://www.youtube.com/watch?v=8b7x30_E0Ko

Y StarTropics2 (1994) [Nintendo]
https://www.youtube.com/watch?v=37q0VybbpFA
El proyecto parece muy ambicioso, a ver en que queda .....

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Diskover escribió:
rolps escribió:Mola! Se ve de muy buena calidad!

Lo de que el personaje salte se hace curioso, no lo había visto nunca en una perspectiva "isométrica" sin suelo a "racholas" tipo Sonic 3D. El personaje tiene sombra para no perderse en los saltos :)


La idea del salto la debieron de sacar de StarTropics (1990) [Nintendo]
https://www.youtube.com/watch?v=8b7x30_E0Ko

Y StarTropics2 (1994) [Nintendo]
https://www.youtube.com/watch?v=37q0VybbpFA


Es verdad, no me acrodaba. Y ahora que lo dices es bastante calcado :p
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