PrefaceWithin 2 days of GDC ending and saying goodbye to new friends, I became infected with an unknown virus that made me writhe in full-body pain and eventually landed me in the emergency room for a night. Upon recovery, I was attacked by something else -- a very sudden and inexorable motivation to work on a game I designed in 2007. I like to think of this series of events as analogous to changes brought on from, say, being struck by lightning.
This is a new experience for me. I am a musician, not a programmer or artist, and it's teaching me a lot. In light of this, your feedback is completely welcome, be it forgiving or severe.
* I did make a game in 2008 but it took one day and was crappy.OverviewTale of the Stolen Rainbow (working title) is a 2-D overhead puzzle/adventure game I'm making with
LÖVE. It uses tile-oriented positioning and room-quantized views. It is directly inspired and influenced by a few games from my past, namely:
- Lolo/Eggerland seires, for its room puzzles
- Startropics I & II, for their themes and storytelling
- The Legend of Zelda, for its large room-based maps and inventory items
- Guxt, for reasons I don't remember
While I hope to make well-designed puzzles and action, the focus of my work will be on creating an overall charming little story and world. There will be a sizeable collection of interactive enemies, NPCs, items, and environments, which I will show off as they are implemented. The story will be revealed later.
VideosThe latest ones:
(Sorry, loox like butt. I'll find a codec that transcodes better to Flash Video.)
'shots

The look is intentionally very simple and colorless. The sprites are overly tiny and the animations chunky. Cutesy, pixely graphics is a popular choice for non-artists, I know, I know...
There is something about all the sprites which I believe is unconventional for small pixely games, but I won't mention it until someone points it out. If you're an artist, it may severely aggrivate your pixel-artist-OCD (sorry).
Current statusNearly the entirety of my work so far has been on the game's engine, which I am fumblingly sculpting in Lua with the help of LÖVE's nice API. I have developed a massive crush on Lua and would marry it if that were legal in my state.
I'm doing "graphic" "work" as needed, but most of the sprites are based on ones I already made 4 years ago.
Things working right now:
- levels: multidimensional tables of game objects with a z-axis for foreground/background layering
- load levels from a text file of my own format
- walking around
- animations and transitions between tiles
- dialogue system
- picking up items and dropping them
- pushing crates
- unlocking doors
- dynamically/procedurally allocate appropriate sprites for brick buildings, shorelines, and bridges based on adjacent pieces
- several other things
MiscellaneousThis is a long-term project and I'm not sure what my pace will be like, if any. I've been working on it day and night for two weeks now, but that can't go on forever because life.
Thanks to Dan Fessler for encouraging me to start a TIGS log. I was nervous because I suck 3D Ballz at online forums. I'll try to keep this up-to-date.