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.
- What’s the ‘latest’ you can tell the fans about Final Ninja?
- Got any screenshots to keep the excitable J-OMG readers at bay?
- How are you going with the improvements you were planning?
- Where we YOU at 7.22pm on April 7th*?
*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…