Pirtan (working title)
Pirtan is my first game ever, I have begun different games, but they didn't get very far, mainly because all the ideas I had were too big, so I decided to make a smaller game and finish it, so I can release something.
It is a digging game for android (mainly). The premise is that you are deserted on a planet, and you want to leave it (don't know why yet). To do so, you must build a spaceship. To build the spaceship, you must gather several different materials, which you can mine underground.
You will have different smaller "quests", like, "get me 50 aluminum nuggets to build the hull", and once you have build every part of the spaceship, you can assemble it and escape, thus ending the game.
But not every part will be that easy to build. You will need to gather extremely rare materials that are deep down in the earth, and in order to reach them you need to mine, sell, get rich and buy better equipment.
That's all I got for now. I'm fleshing out the gameplay as I go, adding more features as I see fit.
It is mainly inspired by older atari/c64 games which have a similar goal (mine, sell, buy better equipment, mine more, get rich) and the modern implementations of that.enough of that, let me see some pictures!
Alright, I'm gonna recap my progress so far, beginning from the start. Keep in mind it's all programmer art:
First of all, I wrote my own little tile-map-engine, originally for another game-idea. I then redesigned it to fit for this game. This includes basics things like generating, saving, manipulating, movement etc.A shitty-quality gif of all of that, sadly my only picture from that state (warning: 3mb)
You can also see other little things like a minimap, basic "looting", particle-effects and ore-veins in there. I wrote a really simple vein-generation algorithm, you can see some examples here:generated maps with veins
I just have different minerals with different variables (spawnrate, depthrange, veindecay). When generating, it decides for every tile if an ore spawns there, and expands this as a vein. After every expansion (in a random direction), the chance for another expansion decays depending on the value the specific mineral has. So I can very easily specify minerals, how deep they spawn, how often they occur, and how big the veins will be, which is enough for what I need.
After that, I rewrote big parts of my engine to get better performance, and after that added another big feature, which is lighting. Some pictures:a freshly generated worlda torch illuminating that worlda torch illuminating that world (animated)multiple lightsources blending together
I also added a simple inventory and decided on the font:inventory
The last few days I did some UI stuff and added vendors (which will also be "questgivers"). A Picture of pretty much everything I got now:torch vendor (warning: 4mb)
You can see selling, buying, placing torches and looting ores. The selling and buying is done by flinging the item out of the box, which is a nice, fun touch in my opinion.
And that's where I am today. The most basic game is done now, I can start a game, loot my first ores, sell, get rich. Next up is more gameplay, "quests", upgrades.## Update 1 (21. January 2013) ##
Small update, didn't have a lot of motivation the last week, but did some small things:Added item-tooltipsImplemented a basic oxygen-supply-thingy (on the right)
The deeper you are, the faster your oxygen-supply decreases.
When you don't have any oxygen left, you will fall unconscious. You will be rescued, but you will lose all of your inventory (may change that to a randomized amount), and lose some money.You can see all that in this little gif too. (warning: 5mb)## Update 2 (11. May 2013) ##
Did some work again this week, after a longer pause.
- added a map
! (there were other styles (1
), what would you pick?). Also can't decide on the block style yet (outline or 3d
- added "quests" (questgiver
, locked on
- added a proper titlescreen
! The logo of the game will be infront of the sky.
- added dynamite
- also did some smaller things like an exit confirmation
or a loading screen
(wow!) and some behind the scene changes for faster loadtimes.
Thats it for now, hope I won't run out of steam again.