#picofender now has two parallax layers of stars that clip against the foreground as well as a functioning radar/scanner system. This is starting to have enough elements that it's fun to play! Looking forward to sharing soon.
Progress on Picofender and all things #gamedev has ground to a halt. I’ve had some loathsome, but lucrative attorney work I must do. It’s gross and I hate it, but it’s subsidizing my studio. 🤷🏻♂️
Defender 2000 for Atari Jaguar used more pixels to make a "better" looking ship sprite, but it really changes the gameplay by taking up so much more space onscreen. Compare Defender 2000 vs. OG Arcade Defender vs. my #picofender mockup
Rather than adhere to the pixel art of the OG Defender, I chose a "super-deformed" or "cute" style for #picofender that required fewer pixels instead of using more detailed sprites that would take up more screen real-estate.
This mockup of #picofender is almost a year old and took me maybe an hour or two to put together. I actually thought finishing a working Defender-like would only take me a few hours more. Boy did I underestimate the challenge in this (at least for me). #buildinpublic#retrogames
This inanimate and unresponsive mockup of #picofender is just 300 lines of code. All this does is draw the two sprites for the ship and the picoalien, a UI, some random pixels for stars, and a hard-coded sequence of lines for the ground.