Hey, so I guess should post something here to keep track of stuff and see what I get done. I'll start with a bit of an overview.
Environment: I'm using lua and LOVE2D, a lovely little framework for 2D games.
Game concept: A top down stealth assassination game where you play as a little ninja who has 60 seconds to go into a room, take out all the targets, and get out. I'm going for an old metal gear / hotline miami thing (without the trippy visuals).
- movement (done)
- map loader (done)
- camera/bounding box (done)
- cool(?) assassination move (done)
- raycasting (done, all directions)
- enemy movement (done, basic)
- can only do assassination move from behind (done, all directions)
- make a couple levels (tutorial stage basically done)
- menus (done-ish. The system's there.)
- title screen
- actually time the 60 seconds (done)
- player death/game over stuff (done)
- powerups? (smokebomb to lose enemies that are chasing? 1 use only.)
- sound fx (done, can be added to)
- visual fx (alright for now, could work on a shadow animation thing)
- music (song for levels done)
Art: If it's me doing 2D art, probably real bad, not gonna lie. I'm getting by on editing stuff from the free resources so it's actually not too bad right now.
My current edit of this http://opengameart.org/content/ninja-animated for the player
Music: Hoping to get a song or two done. Maybe a level song and a title screen song.
Enemies are just set to spawn randomly with a button press and the player currently can't die, so that's why it looks so messy. Jump ahead 30 seconds to see stuff actually happening. There's another cool(?) move at 1:30. I guess I should warn that there's some fairly cartoonish blood if you're squeamish?
EDIT: omg, I'm sorry I forgot to turn off my podcast while recording this. I didn't know screen capture recorded mic audio.
To explain the circle around the player, that's that radius where the player can do an instakill move. It can only be performed if the enemy if facing away from the player and it can take out multiple enemies at once.
The enemy "ai" is just "if you bump into something, go in the opposite direction. If the player enters your line of sight, start chasing and shooting at it". Not terribly smart of them.
If you made it to the bottom of this, thanks for reading! Looking forward to seeing everyone's end results.