Hey guys, it's been a while. For the past couple of months I've been working on a new game. The concept is simple, the game would be a wave-based fighter where you have to survive against waves of enemies. That's all there is to it. It's exactly how it sounds, and that's how I want it to be.
Looking back, I think I figured out what went wrong with my previous game. While the basic concept of "Complete objective to win." sound simple, it's not exactly straight forward.
The game I was trying to make was way more complicated than I thought it was. As I grew with experience, I became dissatisfied with how the game was structured. At the pace I'm was going, it probably would've taken years just to finish the game.
I didn't want to be stuck with the same project built on practically legacy code. This was further exacerbated when I participated in a game jam with someone else, and I had to program a 3D dungeon crawler with a turn based battle system within 9 days. I was so burnt out that I lost all interest in continuing development, and I had to take a break from programming for a couple days.
After that, I decided to focus all my attention in learning C++. Y'know, just making small projects for the purpose of learning and experimentation. Eventually I regained that itch, that inspiration to make another game. I think it was in the middle of the night when it happened.
From all the experience I've gained from Errand Run, and the my first two game jams. I decided to not make the same mistakes. I putting my full focus on getting the game done and keeping the scope small. Only then would I consider adding more onto it.
During the planning stages for the game, I've learned something. A game doesn't always have to be ground breaking or original. The reason I'm making this game is because I just wanted to make a wave-based fighter.
Pre-Alpha Footage
The game is gonna be the second entry to the True Human Tribulation series with it's full name being: True Human Tribulation 2: Skirmish. Despite the numbering, both games share zero connection story-wise, and can be played in any order. I tend to focus on the gameplay rather than the story more often than not. Some mechanics from the previous game may return.
Fighting games are one of my favorite genres. I used to play M.U.G.E.N a lot, and made edits of life bars, screen backs, and characters. The game would have some fighting game mechanics, but it wouldn't be as mechanically advanced as the mainstream fighting games. I intend for the controls to be simple enough to fit on an SNES controller.
In the 69 days I've spent working on this game, I managed to get a lot done. It's hard for me to give an accurate percentage to how finished the game is, so I'll declare it finished when it's finished. As you can see from the video, I got most of the core mechanics working, with almost all the capabilities and mechanics of the player character finished as well. I think there's only one last thing I have to implement for the player, and if you're familiar with the series and my work, you can guess what that is. (Or if you have looked at the concept art.)
Next, I'll work on the title and menu scenes. After that, I'll put focus into implementing the game's loop. Which is something I already had a detailed plan for how it's going to work, so it should be a breeze.
Links and Contacts
The game is also open-source and hosted on GitHub. You could try out the prototypes there, and track the game's progress. Even though this will most likely be a solo project, I'm willing to accept help.
Github: https://github.com/ProarchwasTaken/tld_skirmish
Discord Server: https://discord.gg/MB75uMs9De
Contact Email: lorenarcdev@gmail.com
Dev Channel: https://www.youtube.com/@lorenarch6226
Twitter: https://twitter.com/Tyler37961642