Hey TIGsauce!
I've been through that process i'm sure we all know well: You start a really awesome game, then x months later the excitement bleeds off and you don't want to work on it, so development stops. Then you start another awesome game, and the same thing happens, and so the circle of life continues.
So, I've decided to downsize. I've written the plot for a small game, only 6 levels long, and I'm going to damn well finish it. (And after three years of working on games, it will be the first one to be completed
)
The game is a platformer called Cloudforest, it's set in the same world as
TurnShip, and it will help expand on the mythos of the world we spent so long creating before we got fed up of isometric sprites at three zoom levels.
As well as standard platforming running and jumping, there are a few extras and irregularities:
Halfway through the game (spoiler!) you pick up a glider (lifeboats for TurnShips), meaning you can jump much further distances and control yourself better in the air.
If you pass and edge as you fall, and you move into it, the player will latch onto it and climb up.
The player can crawl through tight spaces.
Rather than health, when hit by an enemy, you will be stunned and unable to move for a short while. The duration depends on the power of the hit. If you're hit while stunned, you're dead. However, lives will probably be infinite, you just have to start the level again.
You can also stun enemies, but you have tot stand still to shoot a crossbowtazerthing at them.
; it's just me working on this (for now), so progress is slow but steady. The next step is an art pass, or coding projectiles/damage/etc.
One thing I'm looking for input on: I'm working with the tilesize as 16x16, and the player 16x32. Artwise, is this too small? I'm a bit worried about readability, when she's not a garishly-coloured test sprite on a dull background. I might end up doubling the screen and tile-size.