Basic Premise
- take RPG framework from previous game jam, and add action elements
- specifically, a magic system where spell symbols are queued as they are cast, with different symbol combinations resulting in different spells
- scrapping the turn-based battles of my last game, have enemies onscreen with basic AI
- going back to my original source of inspiration, have it be a rogue-like with 9 levels to advance through
- spells are cast via mouse click on screen, with hopefully animations
Development Plan
- Complete idea for magic system/develop the spell selection queue - 1 day (hopefully today)
- Spellcasting via mouse click (sans animation) - 1 day plus outside work
- enemy movement/animation/AI - 2 days*
- Enemy/character interaction with spells/collisions - 2 days*
- Spell animation - 1 day
I'm most worried about the enemy movement and AI, because that will by far the most complex thing I'll be implementing (along with the possibility of implmenting A*). Managing enemy/character interaction on screen will also be a challenge, as well as animations. For all of these tasks, I'll need to find a way to make them good enough for the game to be fun without having them be too much of a time sink.
Check out the codeheart.js pathfinding example (http://codeheartjs.com/examples/pathfinding/) for a working implementation of A* on a tile map if you decide you need it.
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