Hey all, I did the last edition of this jam so I though I'd try it again and see how it goes this time. I started a little late (monday) but thing's have been going pretty smoothly I think.
Idea
Basically, my goal is to get going what's basically a procedurally generated link's awakening-like game. Pixel wise, the screen will be 160x144 (but able to scale up) and I'll probably get it to be the same green colour scheme. I've got a few ideas of how overworld/dungeon generation will go, but I'm not entirely sure yet. I'm not entirely sure what the game's about, but I chose death wanders because the little test sprite I came up with kinda looks like death and I like the idea of death just wandering around and doing stuff for kicks.
Language
I'm using lua with the Love2D framework.
Goals
Generate and interesting and coherent overworld that can connect to dungeons (subterranean and towers). Hopefully get different biome / area types and towns. Some basic AI and a few enemies to populate the world.
day 1 / 2 progress
- blocked out the game's basic file structure
- got a tilemap system down. moves between rooms. need to make a better transition animation
- extremely basic map generator that just makes a set of completely connected rooms
- simple player movement
- simple health system
- simple animation stuff blocked out
- tried to make some simple sprites for testing (I'm no artist...)
- thought long and hard about how map generation will go... I'm looking into perlin noise generation for the overworld. Maybe some cellular automata caves for underground or bsp dungeons.
day 3 goals
- look more into how to generate an interesting overworld.
- check what size the overworld is in link's awakening and see how it's structured
- make a better scrolling animation when moving between rooms / tilemap sections
- maybe make some simple enemies if there's time, but unlikely
Here's a video of what it looks like now (I rather like the silly skeleton walls). The bottom ui will hold items and stuff (just health right now)