Ludum Dare 29. Contributors:
- Arne Roomann-Kurrik
- Kalev Roomann-Kurrik
- Wes Goodman
Theme: "Beneath the surface"
- Come up with idea.
- Main game loop.
- Level loading.
- Vertical level switching.
- Music loading.
- Player movement.
- Collision detection.
- Water tracking / gauge.
- Items.
- Pump item type and pump events.
- Menus.
- Load player sprite sheet.
- Triggers for running over items and transition tiles.
- Destructable item framework.
- Health bar.
- Show picked up items.
- End state.
- Splash screen.
- Level tiles for dry, partial, drowned levels.
- Sound effects.
- Snorkel.
- Pickaxe and barrier tiles.
- Pump tile.
- Map work.
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Ground.
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Change over time.
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Digging holes, top down, holes have different depths, can only go adjacent levels.
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Submarine.
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Underground pathways.
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More depth than initially expected.
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Tremors the game.
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Character that has to duck out of the way.
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Revealing something about NPCs.
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Tremors from monster's point of view.
- NPCs on rocks, running to some goal.
- Can go around rocks, eat NPCs if you touch them.
- Need to wait for them to expose themselves.
- Pathfinding with preferences to stay on rock.
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Dungeon, go deeper.
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Motivations for going beneath the surface:
- Escape from surface
- Escape from below
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Well Idea:
- Start at the top of a well.
- Raining.
- Climb down and levels strip away.
- Need to find a way down.
- Powerup items: Move faster, hold breath longer, etc.
- Well starts to fill with water, so you need to be fast.
- Can return to top of well to pump water out.
- Need to get to bottom to get more loot.
- Further down, better loot.
- Levels fill with water slowly, eventually you hold your breath, take damage, etc.
Complete the setup steps for the twodee lib.
Also:
go get -u github.com/kurrik/tmxgo
Run:
git submodule init
git submodule update