My current project, i.M.A.G.E. Zero is a precursive experiment to a game about gaming. Ultimately what I hope to produce is an RPG-like experience/interface about the ins and outs of various styles of gaming - imagine PokeMon, but instead of trainer gyms, you had arcades that hosted various kinds tournaments, and instead of the Poke's themselves, you had evolving series of titles.
This long-term goal (
long story here), along with levels influenced with PGC similar to Spelunky is where this experimental "predevelopment project" of mine begins. Originally I was going with Platform Action (intact), Action-Adventure ala Zelda/Gauntlet, Arcade/NFSU-style Racing, Shmup along the lines of Radio Allergy/Radrigy with some R-Type influence (like force units), Musical Gaming, and Fighting. Admittedly, I also would like to take an "upper + lower body" kind of influence that Gentrieve uses, as well, though I'm not certain how I'd pull that off. I was thinking along the lines of "heads and bodies," but I figured I'd better get the gameplay/physics in place, and worry about graphical improvements later.
Presently, I've began going 2D with NGPC sprites (full-body to boot), mostly because of availability, familiarity, and versatility; and I've had to consider remolding the experiment to work within the restrictions of doing so for now (changing the Action-Adventure from Zelda/Gauntlet style to being more like Zelda II/Spelunky, for example). Much of the critters I speak of in my devlog are inspired between MegaMan, Kirby, and Donkey Kong Country's animal buddies; and somewhat coincide with a set of vehicles I chose to use for the racing game, condensed for simplicity (and again, changing that from a NFSU-style racing game to more of an Excitebike kind). At that point, I figured it wouldn't be unwise to streamline the Shmup along with it too, while I'm at it.
I'm also working on algorhythm designs for procedural music creation*, almost an endeavor all it's own. In fact, that's what nikki and I initially began discussing with one another. It's kind of fragmented in my DevLog, and not quite complete there yet, but when appropriate, I'll post the step-by-step of how I'm planning to code it - it's very logical and structured, but capable of some whimsy as well. It's the kind of thing that's fundamentally simple, there's just a lot of breadth to cover with it, and I still need to get ready for work tonight. It's potentially extraneous, and mostly to correspond with the musical gaming aspect of my project (but tuned to coincide as mood-appropriate BGM, too) but it does carry with it some nifty potential, too.
*I know the logic of pulling it off, it's just translating that to programming/scripting that's kicking me right now, along with not having the samplings to use - but lately that's been taking a back seat to getting tiles/sprites done. And I'm sure finding the samplings could be as easy is d/l'ing an appropriate music-production program (such as FruityLoops), anyways.
I have worked along with others in musical and fighting gamedev before, but this is my first endeavor in PGC, and most of these other styles of gaming (platforming with Metvania-esque abilities, especially). I'd once began a botched Duke Nukem homebrew episode and a quest for Zelda Classic before, due to hardware failure. So while unfinished, I'm not completely unfamiliar with systems/engines like that.