Hello, everyone! Today is a rare event: the 9th anniversary of No Time To Play falls on newsletter day. In fact, last time it was before I began the newsletter. Yep, we've been around for nearly a decade. How cool is that?
In the way of news, on Wednesday I released Attack Vector Zero: Cybersphere, in all the usual places:
Because I was otherwise busy, there are no other links this week, so see below for a few words about my new game.
Five years ago and change, when I first conceived of the Attack Vector series, it was supposed to have vector graphics, hence the name. It was also supposed to be a Space Harrier pastiche; somehow, it ended up using voxel graphics and an urban environment instead. That didn't work out very well at all, even after remaking that first attempt as Sunset Flight, which took me way too long; an irksome failure, in more than one way.
The idea for a prequel and/or demake arrived in the same roundabout fashion that defines all my creative process; it involved my previous experience making one for another game, Laser Sky, and some thoughts about the classic Star Raiders, whose obscure sequel is one of my all-time favorites. So this spring I started working on a bunch of visual effects that could help make a similar game while needing little code and little CPU. By modern standards, anyway; how far we've come!
It was so good to see how much people liked those early tech demos. We crave the simpler pleasures of decades past, that could entertain us without being exhausting. And somehow I managed to come up with visuals resembling an arcade game from the mid-1990s whose name escapes me now (something something Blaster); a fellow game developer had to point me at it. Add the core gameplay of the aforementioned Star Raiders II and stir well to get a literal blast from the past. Embracing technical limitations: what a concept!
The big surprise was this dead simple retro demake coming out noticeably larger than the previous game in the series with its fancy graphics engine, and that was with just the core gameplay added in! Worse, I can't and won't sustain the same work pace from even just a year ago anymore, so things now take longer. It just made sense to publish the game unfinished for now, and come back later with fresh eyes. Wouldn't even be the first time; just the first time I do it on purpose.
Hopefully you'll enjoy it even so. And hey, it's open source like all my games. You know, just in case.
With this, I'll let you enjoy the Sunday. See you next time!