Day 2


I'm stuck in my real word job for the next few hours so I can only post my progress so far. I worked hard into the wee hours of this morning to get a workable player prefab. This currently has the basics for moving the player and limiting movement to the grid. Oh and some lighting and audio controllers.

Today while I'm sat here watching the network.....work I will be working out on paper..(yes I have real paper and can use a pencil if it's not too sharp) what I will implement tonight. My hope is to have basic map generation up and running. (I can write that code in my head). I haven't settled on multilevel or not. I have seen a few people are going that route. I don't want to waste time on that really. It's a lot of effort for a single effect that I don't think will add that much to the game which I can not cover by 'teleporting' between levels.

I have set a few items on my list though:

  • Simple but not dumb AI. Enough to engage the player and make life interesting, but not so much as to eat up an entire day developing it.
  • No Music.. Just ambient sounds and FX on interaction. movement.
  • Mobs that fight back...Hard
  • Traps to enthrall and slow the player.
  • Good lighting to keep the mood dark and scary
  • At least 5 levels.
  • A half-arsed storyline. haha
  • The game will be intentionally vague as to the player's goals and how to achieve them. But also simple enough that the player will with a bit of effort be able to make it through to the end.
  • Simple UI.
  • Minimap
  • Stats that can vary as the player progresses. Picking up items and equipping them will add buffs to the player's stats.
  • A variety of enemies to encounter. each harder than the last to defeat
  • Tools or Items the player must carry across levels in order to meet an objective.
  • It's not going to be easy. Unlike modern games that explain everything, you need to know to win. I think this takes the fun out of the game and deprives the player of a real science of achievement when he/she completes a level or the entire game. More effort = more reward.
  • Confusing. Keep the player guessing and thinking the entire time. If it's mundane it's boring.
  • Dark and hard to find your way. It's a dungeon after all.
  • Modern and Ancient mixup

And my If-I-Have-time list:... There a ton of things I would like to implement. The time limits will decide what goes to the final game. I'm going to focus on getting the basics working first and if I have time... which I doubt... I will add the candy.

Get Ard'af

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