-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathideas.txt
41 lines (29 loc) · 1.46 KB
/
ideas.txt
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
Things I want to learn/tackle in this game:
ray collisions / rotated collisions, "non tile" / "non AABB" collisions and response
procedural character animation
walks with multiple legs
bipedal
quadruped/spider
dynamic number of limbs
complex child/parent relationships, multi-sprite entities (bosses/big characters)
complex-looking enemy behavior using sensors
an elegant 2.5d solution with proper draw sorting
"tall tiles" ?
fun feature ideas:
tilemap-based objects
use small 4px or 8x tilemap designs as objects in game
some kind of dynamic lighting
pre-rendered light/dark copies of tilesheet graphics
dynamic tilemap effects
pre-rendered sprite rotations ?
top-down shooter roguelike where you can pilot multiple machines in the world
abandon them when damaged or need a smaller one to proceed
some roll, some walk, will have to swap to traverse some terrains / fit in tight spaces
a hunter/gatherer roguelike with a day/night cycle. At night monsters come to eat you.
single-map game, but big enough for a scrolling camera
arcade-like loop, less content creation, more iteration on fun-ness
See pico8 fisher game
a peaceful big-world exploration walkabout with lots of unique collectibles
multiple creature types, all peaceful
opportunity to code big multi-page inventory UI
crafting? -scope