I actually have a game idea now! It involves cafeterias, food, and the sorts of stuff that gets you into trouble with your teachers. I even have a name for it, thanks to the advice of drnick on #ludumdare.
Basically, it's a turn-based food fighting strategy game. Main reason for making it turn-based is I intend this to be playable as a hotseat multiplayer game, and this is the best way to have everyone in the room able to play.
I've also just realised that in that screenshot made with a big chain of "draw this tile" calls, the player sprites should be 12 pixels higher. Or lower. Either way the feet should end at the centre of a 32x24 tile.
In other news, it turns out pixra doesn't suck, but:
- It could really do with a palette interpolation feature, and
- Rect fills don't seem to add anything to the undo stack. Looks like we have a bug!
My plan of attack:
- Make a level editor, and of course make some levels.
- Get player movement working properly.
- Get A* working properly.
- Get team colour assignment working properly.
- Add some weapons. By weapons, I mean food items.
- Add some shields. By shields, I mean tables.
- Add some health. By health, I mean cleanliness... denoted by a cute-looking bottle of liquid soap.
- Make it so teams can win.
I can also work on making it look good. Animation, shading, and nifty tooltips which tell the other people in the room how to actually play the damn game. If I'm going to convince people to buy this game, I'm going to make it as easy as I possibly can to make them want to part with their money.
Oh, and of course I'd need to add fonts. A 16x16 font will allow for 20 x 12.5 characters at a 320x200 resolution, while an 8x8 font will allow for 40 x 25. Basically, the reason for adding in a 16x16 font is that it gives me room to make it look awesome. But something like an 8x8 is also a must, because tooltips are just going to be impossible to fit in at 16x16. I could also invest in some smaller sizes; 6x6 seems plausible (53 x 33 characters).

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