I know it is a bit of a late start, but I couldn't make it before the beginningof the jam, so I'll just have to make due with this. Last year I had to finish the game after only 1 week, so this shouldn't be much different. ¯\_(ツ)_/¯
Anyways, the first challenge was to decide what kind of game I was making. Last year I made G-dungeon, which had some problems, but overall it was an OK puzzle game. (Except for the difficulty which was just absurdly hard. I just went back and had to use my own help files...)
This year, I wanted something different, something with more movement and life. Because of the limitations, a fast-paced game is near-impossible to pull off, so I was left with two main ideas: A rougelike, or a turn-based strategy. In the end, I decided to do both. I always had the problem of overscoping my games, so I'll try to keep this as simple as possible.
With the genre and style in mind, I had to create the actual game mechanic. This had to be good, because it needs to give a lot of complexity in a small, confined space. The game itself is played on an 8*8 grid, each tile 8*8 pixels, and the mechanic I went with was a basic gravity-changing one. The setup is simple: There are enemies and traps that try to kill you in their turn, then you can squish them in your turn. Should give enough depth to the game, and it's not too complex.
For today, the first task was to create the basic game window using Game Maker 2, so here are the results:
I just wanted to test the pixelation in work, so by the next update I should have the basic mechanics done.
UPDATE 1:
Now, the main player control is done, with some visual effects:
This move really had to be powerful, so it doensn't seem like the character is just moving. It needs to have an inpact, where you can believe it could finish off an enemy. For that, I used 4 different effects: A smoke trail, fading player sprites behind the player, screen shake and a landing "dust impact". I also added a few test targets just to take a look at how it feels to destroy something with this, and for now, I'm happy with the results.
As for the camera, controlling it with the mouse works for now, but it gets too unstable with bigger maps. I might have to think about a multiple-room map system if I don't figure out something soon.
I also made a small tileset, though I'm not too satisfied with that one. Not too bad of a placeholder though. Also, I have no idea what the player could possibly look like and I can't just leave it like this, so there are still enough things to do.