Picowars is out!
Picowars is DONE! I feel so elated to be writing this. This has been the longest I've spent working on a game yet, and it's given me a huge appreciation for how much work goes into content creation beyond the initial engine design. It seems that the actual game engine took me about 1/3rd of the entire time building the game. The rest was content creation for 10 campaign missions, dialogue, characters, menus, and the credits scene.
The limitations of PICO-8 really started to shine through early on when I realized I'd need to develop code to write to PICO-8 memory in order to separate the unit, commander, and map data from the engine itself.
That was quite the trek.
I sincerely hope you all enjoy this homage to an epic Nintendo classic.
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