Hey fellow jammers! Hope your first day is going better than mine is, lol. I had big hopes of having a bunch of time to get a foothold, but regular old weekend chores soaked up most of my day so mostly it's been squeezing in some planning in the gaps and getting through a couple Godot tutorials.
My starting goal was to make something resembling a roguelike, and after the theme was announced I decided on a 2D top-down game where you play as a sort of dryad in a forest recovering sunlight from these monsters that are stealing it. Also it let me have a pun in the title, so.
Anyway, I made a breakdown of everything I could think of that I wanted and broke that down into minimum viable product and stretch goals. Some of these are very oversimplified because something like artwork would be a whole list in itself. Last time I was a lot more organized and had a timeline plan, but maybe that'll be tomorrow? MVP goals in bold, stretch goals follow in descending order of priority.
- Eight way movement
- One melee attack > Dodge > A second melee attack > Block
- Player health (can be upgraded) with dying
- Player damage (can be upgraded)
- One enemy type > A second enemy type > A boss
- Home base level where you can buy upgrades
- Randomized levels with different layouts and obstacles > Environmental hazards > Animal NPCs
- Sunlight currency for persistent upgrades > Moss currency for temporary upgrades
- Artwork and animations > You know, like, good artwork and animations
- Music > Dynamic music
- SFX
- Title screen
- Credits
So that's the idea, anyway. Probably too ambitious, but honestly trying to force myself to start smaller would probably be more stressful. We'll see how things go once I start getting my hands dirty, but I'm hopeful after the tutorials I've gotten through. Godot seems like a really good fit for me, and coming from Unity makes a big difference. Good luck everyone!