I’m Going to Hell is a surreal, 8-bit, Point and Click adventure game full of hand-drawn art.
The game is focused on the surreal visuals, atmosphere, and storytelling. Pixel hunting and complicated item-based puzzle solving is kept to a minimum.
Visually, it’s strongly inspired by classic 8-Bit NES games.
I’m Going to Hell runs on a with a custom-built engine using Unity3D as a platform, and is written in C#.
This hand rolled engine lets me work with some specific NES limitations in order to create a fairly authentic 8-bit feel.
- Every image is created from 8×8 tile elements
- Each individual tile can only use a maximum of 4 colors (3 unique, and 1 background color)
- There are 8 separate 4 color palettes available for use at one time. 4 for use by the background, 4 for use by sprites
- Only the 64 (56 unique) colors from the original NES hardware are available for use in those palettes
- Backgrounds share palettes in 2×2 tile chunks, similar to original hardware
These rules keep me honest about the 8-bit look, and let I’m Going to Hell use a number of cool palette swapping tricks that would be impossible, were it designed with assets that only looked 8-bit.
There are a few concessions to modern hardware, though:
- The screen size is wider than the original 4:3 aspect ratio, so less of our 16:9 screen space is wasted
- There are no limits put on the number of sprites per line. The NES only allowed for 8 per line, which led to workarounds like flickering. Any number of sprites can be displayed without flickering in I’m Going to Hell
- There are no memory limits on the number of unique tiles or sprites loaded at once
- Mouse input is supported (It is a Point-and-Click game, after all!)
I’ve been joined by Alex Palm as composer on I’m Going to Hell. You can find him on Twitter at @alexwilliampalm.
Here’s an in-progress example of his awesome title track:
There will be more information on that as we get closer to release!
- Email inquiries to email@example.com
Looking forward to meeting you… in hell!