There is a real sense of having gotten over a hump right now. I have the beginnings of a pyglet tile engine worked up. What is more, I have gotten the engine to render a 2D, hardware-accelerated, gradient-shaded polygon to my specifications. It feels a little like I, a piddly little Python hacker, shouldn't have access to this kind of power.
Right now I'm having to fight hard to not turn the whole game into an Asteroids-style vector art extravaganza. I might just do that yet. I make no secret that I'm not happy with the look of the game generally. The water and liquids look okay, but the stone looks like I did it up in 15 minutes in MSPaint (where actually, it took me a bit longer than that, and I used Paint.NET).
Just imagine it: an exploration game with neon beams shining around the screen, representing walls and liquids. Yeah, I think that kind of thing is awesome. The perfect arcade game, in my book, would be something with a Vectorscan monitor and a Williams sound chip.
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