The doubts of homebrew development

I really love Gameboy development. It’s been the only game platform I’ve made things for since November 2015. But there’s that niggling part in me that reminds me occasionally that I could be working on finishing a more commercial game off when I’m coding up something very niche indeed.

There were different niggles going on with me when regarding indie development though. Mainly focusing around hopes that this game would appeal to people enough to purchase it or play a free version which could generate some revenue in another way. Kinda like a really long approach to purchasing a lottery ticket, particularly with the mobile market nowadays it would appear.

That’s not to say I’m not going to make another game with intentions of selling it though, but despite the differing niggles with Gameboy homebrew. I think I prefer them to the ones which seem more saturated than ever before.

Maybe that’s partly due to the different challenges involved between languages / IDEs. Unity is great fun to play around with and you can easily do a lot with it quickly. You’re a lot more limited with the Gameboy in every which way but those limitations, much like the time limitations in game jams, tend to make me produce something I wouldn’t otherwise.

I dunno. I kinda like it here in Gameboy Development land, just not to the exclusion of modern game dev. At least, not yet.

A couple more screens done and more bug fixes.

A bit more code tidied up tonight. Along with plans to get some more screens set-up for save/ continue functionality.

18 Courses should be enough, each course area will have it’s own theme and colour scheme for colour gameboy players. We’ll see how it goes from here but I’m hoping to fit this into 64kb total. Well, maybe 128kb, depending on any extras I add to it.

Grand Prix and Select CoursePasswords will just store your current course and total points. Maybe with different endings for different points totals at the end of the season…I dunno.

Racing for Position!

Sprite to sprite collisions are a-okay! The cars react according to where they have been hit from and, whilst i need to add another check for differing speeds, there’s more of a racing feel to the game.

Position checking is done with 2 well-timed comparison tests and works well, I doubt I’ll add a qualifying section to this game as passing opponents should be the main focus of this game.

But, I still have to sort out background collisions still, gyahhh! Nahh, it’ll be fine, just gotta hope I don’t exceed the CPU limits, collision detection takes surprisingly little!

After a brief check on the space left in the bank, I’ve got a little over 5kb of ROM to spare. Not much, but hopefully, enough, most of the functions can be contained in their own bank which will free up a fair amount so there is some wiggle room to play with.

As always, screenshot for you down below…
passing-for-position