I though I would go ahead and post what I am working on at the moment, currently as it stands it is just mainly working on an engine to work with.
The main reason for working on this project is to practice engine design, file input and output and try to wean myself off the habit of looking for a “do everything” library, if that makes sense.
I am currently using:
Pickup Test Level
What is Code15?
Update 13/03/2014 - I have been brainstorming over the past week or so and I think I have a general idea of the story/setting, I am constantly writing down new ideas and putting them all together, here is a little teaser of the opening script for the tutorial/first level that fits in with what I have so far:
"Welcome subject, to the Code 15 Testing Facilities, please follow the instructions carefully so we can complete a medical and motor skills test.
Test complete, it seems you have not suffered any brain damage, congratulations you will not be euthanized today.
Let us hope that you will last, it is notoriously difficult to extract new ones from their tube without causing severe damage.
Please follow the path to the next area, please, try not to trip and die.
To be continued…
Cheesy right ^ you can probably guess where it is going.
Currently as it stands, not much! However I can describe what it WILL be so you can picture it. It will be a top down shooter/puzzle game, imagine fast paced levels with lots of things going “boom”, plenty of enemies to kill and different weapons to pickup/use.
All complete with Box2D physics, such as grenades exploding into many little bodies and damaging the environment, I aim to create semi-destructible levels, as in the boundary/walls themself will be unbreakable but anything else should be able to get destroyed.
With all this I want to implement fast paced, think on your feet puzzles, disarming bombs, collecting keys in order to progress etc etc.
Over all I have a plan, all wrote down and a design in mind. However I am keeping it SIMPLE as possible at first, I expect to have a playable level within a month (according to my time frame) with basic functionality such as collecting items, enemies etc etc.
What is currently done?
Currently I have focused on mainly coding a level loader (that I was intended to only practice with…) but last night I brain stormed and decided to make a project off it. - Done!
The level loader is simple, I could easily use Tiled but decided not to. At the moment the level loader is capable of loading a level of any size from an image file (each pixel = 1 box2d unit). That sounds boring right? Kind of is, however sort of proud that I actually managed that.
Oh and it also creates and places Star Trek doors at the appropriate locations complete with bad ass sliders and sensors! That I am proud of. Anyway…
What I am working on the now
26/02/2014 - At the moment I am working on the core engine of the game while still trying to give myself visual progression, I have implemented working sliding doors and will most likely leave it as is for now and perhaps start working on player state and control system. So lets go with that, state/player controller.
13/03/2014 - Currently working on creating some levels using what code I have so far, although the level loader is complete I am most likely going to create a class that controls the config loading, as to keep the level loader class tidy. Will also be drawing some other sprites on the side and implementing more guns and items, I also have a bad ass throwable explosive concept planned on paper
21/03/2014 - Properly coding a way to create, spawn and manage entities. Oh and I sort of need to actually create entities, I have no enemies at the moment. I am also working on a path finding demo, that allows you to create your own level of walls and doors and set an entity start point and end point, and watch them work their way across the map
- WASD - Move
- Arrow Keys - Open respected doors
- O - Open all doors
- C - Close all doors
For now I present you with a Door Test Simulation:
The code is currently not going to be available until I develop further.