Greetings all. This is my first devlog post, so pardon me if I'm breaking any rules or the like - especially since, contrary to most of the other devlogs I see, I'm offering up some comparatively meager stuff. I don't have anywhere near the programming or art experience everyone else here seems to, and my project is very early in the works (though will hopefully be done fast, with assistance from my artist friend.)
I'm working with AS3 in FlashDevelop and the latest Flixel release, slightly modified by my past game making.
victorgrunn.newgrounds.comThe meta goal of the game is to learn how to make fun, straightforward games faster, better, more efficiently, with better code, and more fun. I figure if I keep making games one after the other, that's the fastest route to learning, etc, and making something truly publishable/saleable. The emphasis in this game is on using some neat dynamic 2D lighting effects and general graphical flash.
The game itself - Midnight Sniper, tentatively called - is a click-sniper game from a first person perspective. Basically trying to take out enemies, and avoid hitting allies, in a dark night-time 2D retro map. Having to scan around with a spotlight, or notice lights in the darkness, or.. etc. Along with some weapons upgrades, different stages, etc.
As it stands, I don't have very much - I had to figure out a good way to do the most basic light effects in the game, and so far have a very rough build that's barely worthy of being called a tech demo, showcasing some of what I've learned so far.
Either way, said tech demo is here right now:
https://dl.dropbox.com/u/15174088/lighttest.swfWhat you can expecet to see: a shaky spotlight that was modeled after a kind of unreliable flashlight (hence the shakiness and general scale effects), some spotlighting if you click or hold down the mouse, and some boring flxsprites roaming around, whose main feature is that you can see an indicator of their lights in the darkness.
The next step is to get the most basic UI and gameplay skeletons in place.
Any criticisms and suggestions are welcome. And really, I do mean anything. I'd love to be an indie game dev for a (partial, if not full) living and, ahahaha, I know I have a long, long way to go.