A Dino game.
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A prototype to express some moon-game ideas.
Diving into this at some point led to Moon Trap.
It's dangerous to go alone.
We see the weapon on a pedestal. We see its former owner, dejected in the corner.
"Go ahead, take it."
We can wander left (to scene 2), but without the weapon, we can't do anything, so we walk back.
Scenes 1 and 2 are left and right of each other, but connected via portal.
Break the Targets!
In here, a few platforms and birds or targets.
If we picked up the weapon in Scene 1, we can hit these enemies.
Once scene 2's condition is met, the portal now takes us to scene 3.
It is similar to scene 1, but the weapon's owner is gone, and there is a ghost in place of the weapon.
When you stand on the ghost, more particle effects appear on screen.
A new door opens, taking us to a TJ&Evator room.
The TJ&Evator drops us in a small maze of enemies and platforms.
A simple 'goal' - another TJ&Evator below.
A weapon accuracy mini-game. Shoot the blocks from the floating platform to perfect your control.
Wake up in your room, in the city. An alarm buzzes, and your door is locked. Out the window onto the fire escape, down a level, through your neighbor's. Out and up the stairs, then back into your apartment. There you see the birds from your dream, and a TJ&Evator (after you defeat some birds).
This one fires back!
A boss chamber, with platforms to shoot from.
A floating/flying bird with two attacks:
Three hits, or a health bar.
Once defeated, a TJ&Evator takes you on to scene 8.
A hottub, lemonade stand, and hula dancers.
Take a break on this tropical island.
Maybe include a water effect.
to dodge dives, swoops
An ongoing list of games I'm accumulating requirements and content for.
For now i'm hoping to get many (all) of these done in 2023. I'm not sure how crazy or realistic that is - depends wildly on scope, I suppose.
For now, it's a nice way to compare ideas - for each of these, I want to answer parallel questions. Having multiple buckets can help brainstorm (vs working on just one game).
I'm also interested in strategies for approaching each of these. For example, Beat Em Up City might be built completely on top of Super Elevator Level, as both are beat em ups, but the SEL scope is much smaller. So there's some sorting that could make approaching these easier.
A Dino game.
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A small game, stemming from brainstorms related to ProtoMoon and other Moon Game Ideas.
The player finds themselves imprisoned on the moon, and works to escape, with the help of a mysterious benefactor.
A core mechanic involves disguising oneself using drops from guards.
I've amassed too many moon game ideas. This is one that will go in dino.
Related notes:
At this point, going to pursue the disguise mechanic and escape outline for the first version of this. Could come back later for more heisty, theify stuff.
A genre I've not identified for myself until recently, but that I'm now seeing is at the core of it all!
I suppose you could instead say Roguelike.