Over the course of history of gaming many great ideas were created and since forgotten. One of those is Boulder Dash, a game about collecting crystals while avoiding falling things and lurking monsters. And while things can fall both the protagonist and the monsters can move in four directions, unaffected by gravity.
And why am I telling you all this? Because I’ve just made Rock Rush available on Retrocade. And Rock Rush is a straight-up Boulder Dash clone, so now I don’t have to explain what it is about!
There are 5 levelsets available, two are custom-made, three are straight out of the original, C64 version of Boulder Dash.
What more, soon I’ll release the source code of the game. And the art assets! Stay tuned!
Let’s talk a little about a couple of methodologies I use to structure the code of my games. My intention was to tell you more about the framework I made over the years but, really, it’s more of a collection of modules and classes than a fully-fledged framework for good reasons (not to mention it’s made in AS3 and we’re in the world of C# right now). Instead I’ll explain some concepts, modules and ideas that I am copying over to C# while working on Trans Neuronica.
Also a foreword of warning – this post is mostly text, if you are here just for TN progress scroll to the very bottom for animated gifs!
Welcome to the first post in the series detailing my rewrite of Trans Neuronica, a logical game about connections, a lone AI and discovering the past and the future of humanity.
Originally written in ActionScript for Adobe AIR captive runtime, this series of blog posts will explain the process of building up the game ground-up in C# + MonoGame. Moreover I’ll try to also muse a bit about design choices, both code architecture and game design. All of this will feature a minimal amount of spoilers. Let’s start!