Robot Time Game
Flixel 2.5 and FlashDevelop
This game is unnamed right now, but hopefully I'll have a good title for it soon!
This is my first time doing a devlog, and the game's not too far along yet, but I figured that doing this would encourage me to work on the game more than I otherwise would.
The basic idea of the game is that you're a robot created to save your village from an asteroid that's supposed to hit in 150 years. To be able to stop it, you have to get to the top of a mountain near the outskirts of the village where you'll literally be able to catch the asteroid as it goes by. In order to get to that point, however, you'll have to do what you do best; wait.
As you wait those long 150 years for the asteroid, you'll have opportunities to help out the villagers with their own problems, and slowly make your way to the top of the mountain. The game is full of time based puzzles, and by solving them you can get closer to the summit.
A simple puzzle might be that there's a ledge you need to get to the top of. There's no way to climb up it now, but if you plant a vine and come back in a year, the vine might have grown up to the top, allowing you to climb up.
As an example of a more complex puzzle, there could be a group of rats that you have to get rid of. You can't kill them yourself, but if you can manage to separate the males from the females, they won't be able to reproduce anymore, and they'll eventually die off if you wait long enough.
The interactions will play out similarly to how they would in a point and click adventure game. There will be certain locations that the user can interact with, but it'll be up to them to figure out what to do there. The game will have platformer controls, however, which I decided on to make the actual moving around a satisfying experience. The player can also choose to shut himself down for certain amounts of time, and resume playing at a future in-game date. Basically, the game is about time manipulation in one dimension.
I really want the game to pack an emotional punch, and I want to have the game show time in the small scale as well as the large. You'll see minute to minute interactions as well as interactions that span 10's of years.
The biggest challenge for me is going to be the art. I'm way more of a programmer than an artist, and this game requires a lot of assets, so it'll be interesting to see how that turns out.
Everything you see so far is (hopefully) temp art, and was all, with the exception of the character and all his animations, done super quickly. I haven't decided on an art style yet. It's possible the game will end up looking similar to this, but it's up in the air at this point.
So far I have my base engine working. It simulates time, shown in debug text at the top of the screen, and you can advance to any point you want. Because the village changes over time, the game will load different XML files depending on what time and date it is.
I just got my conversation system working. So now you can talk to people. Conversations can also change depending on the date and time.
Also have a pretty decent little level editor. It's easy to add assets, and it supports placing objects in either the foreground or background of the stage. You can move objects and delete objects too.
So, I have a loooong way to go, but I've feeling good about this project and I just wanted to share. Hope it's at least a little interesting to some of you!