game studio project

gameplay concept

A rogue-like shmup. Inspired by Spelunky and Everyday Shooter.

An exploratory shmup, where the game entities have more interactive behaviour than "fly at the player in a set pattern". A shmup that gives the player a feeling of mortality, at the same time as encouraging them to take risks and discover new things.

In the world there are entities called pyxes, they're living beings, but also a convenient form of energy. Left to their own devices, they fly around aimlessly. If an enemy captures them, they begin powering it. Damaging the enemy is enough to dislodge the pyx. Pyxes will also follow you around, so you can bring them places to power certain devices or doors. If they start to bug you, you can blow at them to send them flying away.

The player navigates a procedurally generated arrangement of rooms, separated into areas, or levels. The transition between one area and he next is continuous, they are connected by an in-game hallway. The hallway will usually be blocked by a heavy door which must be powered to open it.

What's going to be interesting, though, is designing enemies which will interact in the rooms. Enemies could

Finding out what sorts of enemies are interesting is a challenge, and will take a lot of trial and error. Prototyping is a must.

I want the game to be very replayable. There's going to be a scoring mechanism, but I haven't figured out the details yet. One option I like right now would be to let you redeem pyxes at the end of each level, and take the rest with you. Taking them with you makes getting through the next level easier, but redeeming them nets you more score. Since you can only redeem them at the end of the level, this adds to the feeling of mortality: dying means everything you collected on the current level is gone.

visual

The visuals play an important part in the play experience, but unfortunately the visual style is still to be determined. I have ideas floating around my head, but nothing's really clicked yet.

schedule

week 01 // 2009-09-22

week 02 // 2009-09-29

week 03 // 2009-10-06

week 04 // 2009-10-13

week 05 // 2009-10-20

week 06 // 2009-10-27

week 07 // 2009-11-03

week 08 // 2009-11-10

week 09 // 2009-11-17

week 10 // 2009-11-24

week 11 // 2009-12-01

week 12 // 2009-12-??

resources

shmup
Shoot 'em up - Wikipedia, the free encyclopedia
Spelunky
Home page: Spelunky World
Youtube - Spelunky
Everyday Shooter
Home page: Everyday Shooter by Jonathan Mak
Youtube - Everyday Shooter Trailer
procedural level generation
Maze generation algorithm - Wikipedia, the free encyclopedia
Kruskal's algorithm - Wikipedia, the free encyclopedia
Think Labyrinth: Maze Algorithms

scratch box

Random ideas go here until they can be moved to a better place

visual: steampunk, robots emit steam when they move around or have many pyxes, also could be interesting to look at how pyxes affect the lighting of the steam.

visual: dark, light, pyxes become a source of light as well as a resource