Want to play this already
Excellent, thanks for saying so!
Sounds good. I'd think that maybe just a single type of enemy that chased you, though, would add a little haste to your actions. You wouldn't have any means to counter-attack, after all, and a single hit would mean death. It'd be an interesting, "Get out of the room quickly!" kind of challenge. Really, any kind of hazard like that would be interesting.
I'll bear that idea in mind. Environmental chasing is also a possible idea along similar lines (rolling boulder, rising lava, something like that). The game will probably need at least one such sequence to provide a bit of a change of pace. Hostile creatures could provide a good puzzle element (similar to the Oddworld games - the creature will back off from you unless you corner it, then it'll attack. That kinda thing.)
I'm not sure how prevalent I want death to be in the game yet. A major feature of dying that I've not decided on yet is how to handle respawning. I could go for Knytt-style save points (maybe a statue or something), or invisible continue points, or put Trixie back at the start of the "room" (if I do end up splitting the environment into obvious rooms).
I welcome any thoughts on this matter.UpdateUnlike yesterday, today was really productive. Feels good.
I refactored a lot of the entity stuff - XML definitions, placement system, save data, in-editor rendering, etc. Before it was all designed only for scenery entities, because it was quicker at the time. Now it can handle all kinds of entities.
There's a new tab in the editor palette for Interactives. Used the flower platform as the logo because I couldn't think of anything else.
And, started doing the flower as you can see. It's just a first pass at the sprite for it. The stem will be automagically created out of multiple sprites based on where the floor is.
So now it's all ready for me to code the actual flower entity, with behaviour and collision. Future entities will be quicker to code, today has been mostly foundations.
I also did a bit of painting -> pixel conversion practise, on a pic of Trixie I did a while ago.
A bit messy in places, but I only spent maybe a couple of hours on it, so consider it a first pass. I could have done more anti-aliasing, but I think for such a low resolution game, AA can make things unnecessarily blurry.
I don't have a particularly special method for the conversion at the moment; I just scale the image down, start pixelling over it, and eventually I've covered most of it. Then I weedle out all of the slightly-differently-coloured pixels that I haven't overwritten.
For this image I then put the pixel and the original side-by-side and tweaked the pixel one to make it feel the same, as some of her expression had been lost (not that she has much of an expression in this pic).