Wednesday, September 12, 2012

Quick Overview


So,... welcome all, to the blog of yours truly, Brody Edward Challinor, where I intend to not-too-erratically post and share information about the indy game that I am working on, and more specifically, my progress thereupon. But, for now, I just plan to put up get a quick gameplay overview. Hopefully I'll still have time tonight to work on summarizing my world-building progress as well.  (EDIT: um... ehehe... yeah. No. Not happening.)

Gameplay:
My as-of-yet-unnamed project will be something like a two-dimensional, 8-to-16-bit-style platforming shoot-em-up adventure. (Damn, that's a long genre description. ;p) In other words, it's a retro-styled, Metroidvania-/bullet-hell-type game, primarily based upon two somewhat prominently featured mechanics, both explained in detail below:
   a) An weapon-experience system which primarily upgrades your weapons by a directly-proportionate amount to the number of 'exp.-point'-type items which you collect. (Said items are spawned upon the deaths of most common enemies) However, the system's equally-important secondary function  downgrades your weapons by a proportionate amount of 'exp.' for each and every time you take damage. When that happens, though, there will always be a minor portion of the lost experience that will be respawned in item form, moving outwardly from the character's sprite.
   b) An item-equip system that forces you to pick and choose which weapons & ability upgrades to equip at any given time. All of the game's items* will be assigned a 'loadout point' value, which, along with the initial loadout-point-capacity, - which does not necessarily remain fixed throughout the game, - will determine the possible combinations of items that you can have equipped at any give time. As long as the combined LP-values of all your equipped items do not exceed your current LP-cap, you can equip those items in any combo you like.

      *Except for any/all items which either expand any of your preexisting numerically-displayed capacities, (ie, health expansions, ammo expansions, etc.) or whose sole purpose is related to the plotline of the game.

One last important note - Considering the facts that, a) I tend to have frequent 'brainfarts,' (it's a technical term. ;p) and, b) this post was finished and reviewed by me at 11:54PM, I might have forgotten a couple of things which could easily vary in importance.

Please look forward to seeing some details about my lengthy world-building sessions soon.