Here at J-OMG we’ve had a HUGE amount of traffic in recent months to our Final Ninja ‘screenshot comparison‘, but no news.
That’s not good enough.
So I put the makers, Stu & Smila in a small room, shine a light in their faces, and asked the hard questions.
*Just wondering; I lost my keys that night and needed a lift.
Stu: Final Ninja was put on hold as other real-life commitments (and games) got started; we’re still planning to go back onto it. We do have some more recent screenshots to share though…
Smila: The main problem I think was the music – infamous was busy on loads of other projects so couldnt really get stuck into it so thats when i decided to work on something else for a while until we had some music ready.
Stu: Coding-wise the game isn’t technically difficult but it does involve a huge amount of graphic assets. The basic game engine (walking, jumping, collisions etc) is already done. Actually, the level editor and script engine are all in place too.
Smila: Level 1 is complete, art-wise. I hope we get back to it this year as it was coming on really well and we had a lot of interest from peeps about it.
Stu: Oh – and we have addressed the “jumping in the water and instantly dying” on level one already. When you fall in the water/mud it reduces your energy instead.
Well there’s an improvement many C64 gamers will approve of!
As always, we’ll keep you up to date with the progress of The Final Ninja, in coming months.
NEWS FLASH: Ooh, here’s something else from the Ovine boys… sorry can’t tell you yet… embargo ends in 3, 2, 1…