Thunderrealm - game prototype (build 5 - FIRST MAJOR ALPHA!)
Posted: Sun Jan 03, 2016 2:18 am
After a very long (1.5 year of) pause, I returned to LÖVE. Being inspired by stuff I've read and watched about making an actually good game, I created a very early prototype for a very loose idea I have.
I have a plan of making a logic game with puzzles and a small amount of action based on "abilities" I gave to the playable characters of the game. What do you think, is it viable? The highlight is on the patterns; I tried to give them some strategic variety; is it done properly?
EDIT: as of Jan 15 2016 (Build 5) I made a major overhaul, eliminating turn-based fashion to a semi-turn-based one and adding a new main game mechanic, which is presented in v5.
"MANUAL"
BASIC CONTROL
- press WASD to move
- press Q to change character
- use mousewheel to select an ability; press a mouse button to use it
MOUSE CONTROL
- you can change direction with the position of the mouse
- turning has no step cost
- the first 4 abilities are symmetric, the rest are direction-sensitive
ABILITIES
- when an ability is selected, its pattern is drawn out
- when you push a mouse button, tiles in the same patterns are changed
- a certain type of floors that can be turned "on" and "off" by these abilities
OBJECTS & MAP
- there are walkable and impassable floors without any further properties
- certain floors can be turned on and off; latter makes players stuck
- Shadow Towers: disables the ability casting of players in a predefined distance
- Exit tiles: the two players must stay on exit tiles to finish a level
GUI
- by clicking on the arrow and circle icons, you can move and zoom the map
OTHER FEATURES
- you can create any maps by drawing a bitmap
- press Z to load testmaps I've done (dev feature)
PLANNED FEATURES
- signs
- expanding the Cast_Ability function: explosion events, rockets
- change from mouse to keyboard selection
- circular effect to shadow towers
- kickable urns (Hirlau...)
- teleports
- jump to selected player
- a proper zoom
- autotiling
- one-way gates solely for one player
Screenshot:
I have a plan of making a logic game with puzzles and a small amount of action based on "abilities" I gave to the playable characters of the game. What do you think, is it viable? The highlight is on the patterns; I tried to give them some strategic variety; is it done properly?
EDIT: as of Jan 15 2016 (Build 5) I made a major overhaul, eliminating turn-based fashion to a semi-turn-based one and adding a new main game mechanic, which is presented in v5.
"MANUAL"
BASIC CONTROL
- press WASD to move
- press Q to change character
- use mousewheel to select an ability; press a mouse button to use it
MOUSE CONTROL
- you can change direction with the position of the mouse
- turning has no step cost
- the first 4 abilities are symmetric, the rest are direction-sensitive
ABILITIES
- when an ability is selected, its pattern is drawn out
- when you push a mouse button, tiles in the same patterns are changed
- a certain type of floors that can be turned "on" and "off" by these abilities
OBJECTS & MAP
- there are walkable and impassable floors without any further properties
- certain floors can be turned on and off; latter makes players stuck
- Shadow Towers: disables the ability casting of players in a predefined distance
- Exit tiles: the two players must stay on exit tiles to finish a level
GUI
- by clicking on the arrow and circle icons, you can move and zoom the map
OTHER FEATURES
- you can create any maps by drawing a bitmap
- press Z to load testmaps I've done (dev feature)
PLANNED FEATURES
- signs
- expanding the Cast_Ability function: explosion events, rockets
- change from mouse to keyboard selection
- circular effect to shadow towers
- kickable urns (Hirlau...)
- teleports
- jump to selected player
- a proper zoom
- autotiling
- one-way gates solely for one player
Screenshot: