Okay, I've been chiseling away at a tilemapped engine for the game, with a simple room as the "Main Menu" zone where the player can learn what buttons do what and get some instructions on what to do, along with maybe buying the weapon upgrades and checking stats later. So far I have a simple priority list:
- Make game
# Finish simple sprites, upgrade as time allows
# Make main menu room with basic functionalities
# Make battle-kitchen
* Make enemy and ingredient objects and control functions
* Make ingredient call and input system
- Make game cool
# Make day-counter for each workday, six in total with respect to Sunday
# Make payday system and upgrades shop
# Work on health system mechanics
# Make moar/better puns I'm going straight to hell for what I have planned already
# Supa-dupa-extra-deluxe final boss?
- Logic 'n Lore
# More characters and animated cut-scene type bits
# Slow explanation of world and why anyone would logically think that fighting sentient food is a good idea
# Dumb jokes (calculator ones?)
And that's the roadmap I'm probably not going to write somewhere but just try to remember. So as for more heat-power mechanics and such, the flamethrower is used to burn the shells off of the ingredients synthesized by the Cellular Reconstruction Device. CRD-generated material may have a film of cell-gel that has to be removed, and it's thick enough that burning it shouldn't ruin the ingredients (although I've been thinking about a ways they could get burned if they're left on the floor). Ingredient "pods" should be a day-one thing and only a sign that the CRD isn't programmed correctly *insert lore I don't want to spoil* and will be replaced by food baddies afterwards as the CRD tries to create "the superior organic substance." The flamethrower compresses oxygen gas from the environment and uses it as a flammable gas. It needs time to recharge though, so you can't hold the fire button and sit in a corner, spamming helps but you can't change direction when firing and also slow down a great deal when walking. The avatar, who 2 AM me named Jerry in a late-night-coding-frenzy, has literal RPG physics, doesn't need to breathe, and has a health bar due to the global *insert lore here*. I hope to make this game overly self-aware in a way where everything makes sense and has some simple rules. I also plan on maybe having a secondary button that not only takes double the oxygen but also overheats
the backpack by either generating a ranged fireball attack or allowing a moon-jump/hover effect that can be purchased in the shop. The overheating can lead to an explosion and an instant kill that destroys Jerry and "respawns" him (or an alternate reality version of him, I'm trying to find something both intriguing and ethically horrifying here) back at his bed.
Wow look at that text wall.
I'm excited to see what you come up with, Dub.
I'd like an RPG-esque element with upgradeable armor and weapons, with the weapon being a flamethrower that starts as an industrial-grade blowtorch for making crème brûlée.
That sounds like an amazing mechanic, sign me up.
Thanks! I'm excited to lose to your space game; you're definitely going to beat the pants off me with all those extra dimensions and lighting effects!