The Daily Click ::. Projects ::. Project Zi

Project: Project Zi
Project Started: 30th October, 2020 Last Update: 1st October, 2021
Project Owner: vSv Project Members:
Project Type: Platformer Project Progress:

Project Overview  
Preview Project Zi (name will change later, it's just a project name).

Brief description
Project Zi is a game that's heavily inspired by a wide range of different games, but most notably, Super Mario, Metroid and Ocarina of Time.

Your main character is the fox Zi.

Zi has three main ways to hurt enemies. Zi can either jump on the enemies, use different ranged attacks on them or attack them with her claws in four different directions.

As Zi is traveling the different levels, She will meet many different animals who are struggling with their daily lives due to story related circumstances.

Some animals will help Zi by teaching her new skills or lending her their powers. Some of these skills will also enable Zi to progress to new places in the world.

Zi can find many upgrades in her quest. Some upgrades will be necessary to proceed, but most will be optional and they're only there to improve Zi's overall abilities.

Zi will be able to unlock new areas and levels by finding the entrance to these places. After this is done, these areas will be added to her map. In the early stages of the game, Zi will have to travel from area to area, but as her exploration and skills grow, so will her ways of fast traveling.


The engine is pretty solid. I've been expanding and doing many updates to my older "Super Mario Bros. Fusion"-engine.
There will be plenty of additional updates to my engine, but most of the major things are already done.

This area is where I will be spending most of my time.

I'm not trying to fully emulate NES graphics. Instead, I'm trying to aim for graphics that I think could have worked on a slightly more powerful console.

There's graphical stuff that would never work on a NES. For example, multiple parallaxing backgrounds, no restriction to the maximum amount of objects on the screen and an extended color palette.

In most cases, I will limit myself to 4 colors (or 3 colors + transparency) per 16x16 sprite. Although, certain sprites will have a couple more colors as this was doable on the NES thanks to multiple overlapping sprites.

The native resolution of the game is 426x240.

I have created over 373 enemies in my other game (minus ~100 enemies that are very similar to other enemies). This means that I will be able to easily add or tweak these enemies to suit the needs of this game.

As such, most of the enemies for this game are already done, they only need original graphics.

I'm using Fruity Loops with the NES VST to create the sound effects.

Creating sound effect doesn't take long as they are rather short, so creating the remaining sound effects won't take very long at all.

I might look into hiring another person for this area.

To get the right feeling, the music will be added when the rest of the levels are done.

The main story is presented from cutscenes and text at the beginning of the game. Although, some story will also be told from dialogue and short cutscenes in-game.

Some additional links

Project Forums Topics Posts Last Post
Public Forum
Public forum for open project discussion
3 6 Looking forward t...
By: vSv
On: 22nd Sep 21, 22/09/2021 15:55:02
Private Forum
Private forum for project members only
0 0 No Access

Voxerite Gain Indicator
Posted 1st Oct 21, by vSv Post A Comment
Created a floating number indicator that shows how much Voxerite the player picks up.

Prior to this, there were no such indicator at all. So all received Voxerite would only be shown at the total Voxerite counter. But the player would have to calculate themselves how much it increased.
Quick Inventory
Posted 30th Sep 21, by vSv Post A Comment
I made a "Quick Inventory" that is accessible by holding down the 'Select' button.

The player can then chose one of four directions. When the player releases the 'Select' button, the hovered item will be used.

The inventory consists of a map, the 'Whistle' ability and the 'Energy Brew' ability.

New Hedgehog animations + Door transfer effect
Posted 19th Sep 21, by vSv Post A Comment
Added a new idle animation and transfer power animation for the hedgehog and a new "door transfer" effect as well. Earlier, the transfer between doors were just instant teleportations.

Cooldown indicators + Whirlwind FX
Posted 12th Sep 21, by vSv Post A Comment
I added cooldown indicators to the game. Also added a whirlwind effect for the Drill Jump.


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