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Code name: Kobo II

Posted by
October 10th, 2010 3:51 pm

Hello there, LD community and whoever else might read this!

I’m new around here, but not totally new to game development. Some might have heard of some Free game I’m messing around with every now and then, and maybe even seen some programming example of mine, involving a pig. ;)

Anyway, after spending way too much time figuring out what tools to use, working on my new site, Olofson Arcade, and various other things, I’ve finally decided what to do, and (roughly) how.

[...]
So, some time ago, I decided that I’ll just wrap Kobo Deluxe up and finish it according to the original design goals: “An enhanced version of Akira Higuchi’s game XKobo.” Nothing more, nothing less. It’s a small, retro styled game for hardcore arcade fanatics, and that’s the way it should stay, modulo some easier skill levels for the occasional joystick wizard wannabe. ;)

Now, what to do with all those ideas that had accumulated, all the unofficial experiments, all the neat graphics tricks that wouldn’t really work without OpenGL, and all that? But of course: A sequel! :)
[...]

Full story here.

David

2 Responses to “Code name: Kobo II”

  1. AtkinsSJ says:

    Cool, I really liked Kobo Deluxe, though I never managed to beat the last level…

    I look forward to seeing how you expand on it. :D

    • Olofson says:

      Well, I’m going to make the mechanics feel more smooth and “modern”, which in a way also means more forgiving than the true retro “digital” logic. I just hope I don’t ruin it…! :D

      As to the last level of Kobo Deluxe, that one is hairy, unless you’re incredibly good at dodging bombs. What you can do is hang around outside the base just taking out bombs for a good while, before going for the base. The frustrating part is that whenever you lose a ship, the level is repopulated with bombs… :)

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