A Metroid/Duke Nukem/ Cave Story inspired platformer!
The Lowdown!It Begins! takes place in a laboratory on an abandoned planet. You play as B.O.T 01, a robot charged with downloading the records of illegal experiments from the laboratory on planet XTR4501; Codename: Athens.
Unfortunately for you, whilst downloading said records, you are attacked by a virus! Sounds horrible right? Do not fret! This virus has an upside... While you lose all functional programs (besides Movement 1.0) you gain Self Awareness .01a (an Alpha release unfortunately)and begin your quest of self discovery while simultaneously uncovering the mystery of Planet: Athens.
So you go from this To this!
GameplayI hope to introduce some interesting elements when it comes to the baddies. Seeing as how I already posted about it in a different thread, I believe a cuttin and pastin is in order...
Alright, I know this does not sound revolutionary at all, but I cannot seem to find a single platformer where each enemy type does not do the same thing every time you see him.
I am currently in the planning stage of a Metroidvania/Duke Nukem/ Cave Story inspired game and I have been playing with the idea of unpredictable enemies. Where even though they may be the same type they do something different every time you see them. Or maybe making different pieces to enemy AI and randomly mashing them together every time you see a certain enemy type.
Not sure if that is clear enough so here is an example on what I mean.
Components of the AI
1. Run
2. Stop at ledge and turn around
3. Jump
4. Run off ledge onto lower platform
5. Jump down platform (much like a player would hold down and hit the jump button)
6. Use item (gun, bomb whatever)
7. Run from player
8. Attack player
9. Climb
10. ETC. (I could go on forever)
Now in the creation process the game would choose 2 or more of these components randomly. So this way the player never thinks "Oh hey, another one of these guys... I just jump and shoot and woo I'm done." The only two problems I can see is that the game may select contradictory components (easily fixable) and it would kind of be rid of that level design around the monster placement (where you enter a room and instantly have to think a way to get around the enemies or get through them) It would kind of remove the strategy aspect of playing a platformer. It may even become frustrating because you never know what an enemy will do next.
What do you guys think?
Also, instead of finding items, you will find Floppy Disks (ol' school!) which will contain programs that you will need to unlock new abilities (jump, shoot, speak, etc.) To use these disks you have to find a computer and with your trusty USB cable, download the file from the disk, to the computer, to you. Computers will double as save points and allow you to play other games (I'm thinking simple... like MacMan or Big Large SpaceRocks) which will allow nifty easter egg like abilities if you get certain achievements.
Excuses as to Why You Can't Play Right This SecondSo I am still in the design phase. Got some concept art put down on paper (I AM NOT AN ARTIST) but because my camera is dead and I have no scanner or batteries, it may be a couple days before you get to see it
. Also, I have absolutely no experience in programming... I have taken programming 101, and a basic game design course (using Gamemaker which is what I am using now) so coding will be slow going. I am still coming up with ideas, and very open to comments, criticisms, ideas, flames, emotional scarring, etc. If you got something to say, say it by all means! Keep me motivated!
tl;drYou play a game as a robot and stuff!
Thanks for reading!
EDIT #1!Please note that all the art was made while I was typing up this thread... Figured that pictures would tempt people into actually reading. Still though, the actual game art may not be much better