1. Get gud at animation
2. Squander your animation talent
3. Air Jordans, cocaine, Porsche Panameras, et cetera
Last time I was on here I mentioned programming a game, and surprise surprise I've actually managed to stick with that goal for the past couple months. I was initially set on making some cheap platformer that ripped off Cave Story in more ways than you could count, but I've decided to "take inspiration" from another one of my favorite games (series, rather) instead: Ace Combat.
Actually, the main gameplay inspiration is a little-known GameBoy Advance title called Top Gun: Firestorm Advance. It's the type of game I post in those "Post games only you played" threads.
So now that I have a much clearer picture of what I want to work on, I can actually start to work instead of messing around making pointless proof-of-concept programs. Hopefully I can have a better gameplay variety, story, and graphics than a twelve-year-old licensed game for the GBA. My main goals are to correct the two glaring issues with Firestorm: lack of fast and lack of quality air-to-air combat.
Trying to set up libraries for vector graphics and animation in C++ made my stupid head hurt, so I've run back to sprite bitmaps. I'll still be doing a lot of animation and such in Flash, since that feels a lot more natural to me, before tracing the animated frames in something like Gimp. It's a roundabout process, but fuck trying to draw 32x32 sprites from scratch.
These are some of the mockups I designed in Flash. They aren't perfectly isometric yet, but that's a pretty simple task:
And of course right as I get ready to post this I realize I forgot the complete empennage for the front view. Still, you get the idea.
That's where things stand. I think I can actually make a game now, so that's cool. Don't know how long it'll take.