Today I kicked off with a great start. When I woke up this morning I sat in bed for 40 minutes or so planning the game out in my head, then wrote it out in a semi-formal design document after food/shower. I won't go into detail about what it's about, just that you play the role of a heavily-shrunk space fighter inside a human, battling various bacteria infections! Oh darn, I gave it away. [smile]
Alright, so the idea of the game is to navigate several randomly-generated levels while killing off waves of enemy bacteria colonies. The goal is to destroy them as fast as possible, since they can deal damage to the body by eating away at the cells around them. This is represented by having a destrucable environment (a la Liero and Worms) that the bacteria can actually destroy. You need to destroy them while minimizing damage to the body's cells. Sounds tough! Good thing you'll gain a new unique weapon with every stage you manage to clear.
The working title is "Gone Micro", but it's obviously tentative. I'm using C++ with Allegro for this project, and so far it's proving more than sufficient for the task.
Here's our screenshot for the night:
Features of what you're looking at:
- The foreground's texture uses flipping+repeating to appear seemless across the whole level.
- Using 640x480 resolution, so double the level topography precision that Liero had (320x240).
- The background can be dynamically coloured for each level type, and scrolls 'slower' than the foreground to give a cool distance effect.
- Although not shown, the sprite manager is now also implemented.
Motivation has not waned yet, so all is well! :)
I always wanted to do a game with that sort of explody terrain, but I guess I just never bothered because it seems like too much work.
I wonder how hard it'd be to do in OpenGL...