Sunday, August 1, 2010

Alright, I’m about to go into a one-week coding session on SparePlayers, after which, I’ll be able to dedicate some time to Luta (yay!)

I really want Luta to work out. I think it can, actually. It’ll take a lot of donations to get up and running, for sure, but one-man games (or nearly one-man) have been done with great success. I mean, just look at Cave Story! And he had to develop a lot of things from scratch, whereas I’ve got a lot of libraries I can use to make this easier.

Just for the record, this is basically what I have planned engine-wise:

  • Java + Slick + some JRuby
  • Partially-decentralized hosting (a daemon is given for people to run that will host server zones, and they’ll get rewarded for traffic)
  • Physics-based gameplay (as much as possible) through JBox2D
  • Quite large maps, spanning several tens of kilometers
  • Intelligent parallax simulation (draw repeatedly from here to here, with approximately this speed scrolling relative to the character | scroll based on size of image)

There’s probably more, but it’s getting late and my mind isn’t too clear. Content-wise:

  • Two-dimensional thick-lined art style
  • Physics-controlled everything
  • Can be played with a mouse/touchscreen only, or a mouse/keyboard combo.
  • 8-section circle movement on mouse with a locking mechanism
  • Aim, then choose skill to use
  • A futuristic society with medieval themes
  • Two empires battling it out, one based on socialism and one based on fascism.
  • A wilderness full of insane mobs and enemy players (of the other empire) to fight.
  • EXP is given per-hit and not per-kill. (that way if someone underleveled tries to fight an enemy higher level than them, they won’t get much more EXP than those the same level and it will just be much more difficult, among many other benefits)
  • There is a large difference between each player level, so it is best to fight enemies around the same in difficulty as you.

And more that I just haven’t thought about yet.