The submitted version lacked a key system: enemies toughness (HP and Armor) were supposed to be directly related to their current level and how much XP they would give you, hence making them "a tougher plate to chew."
Pablo J. Gorigoitia Castro
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And I forgot to mention that a major aspect of combat is that enemies will attack each other, and their preferences shall be defined by which other organism in the area they had a major advantage over. Some conditions could include:
- Choosing the ones with a higher reward-to-win ratio, modified by:
- How strong are the foe's attack limbs compared with its own.
- Which enemies had a better XP-to-HP ratio.
- How many organisms are already attacking that particular enemy.
- My intention was to include this as a way to promote aggro from weaker organisms to larger ones.
- Projected energy expenditure in a potential chasing-style-hunt scenario, calculated based on the distance between predator and prey and their corresponding movement speed and acceleration.
Again, time is a cruel mistress, but I will write and draw all this down as an exercise.
Yes, Spore was a major influence, as were Flow and Argar.io.
Regarding the evolution path, my idea was for it to be a quasi-random procedural system tied to the characteristics of the enemies you defeated. For instance, if you ate enemies with bigger tentacles, you had a better chance to improve your tentacles; if you defeated nimbler enemies, you would become nimbler, and so on.
However, there were some basic systems that I wasn't able to include, like your hunger being directly related to your size, and your energy consumption had a heavy increase if you were to actively do nothing.
I do wish to retake this project, but my work-family balance is already too tight to focus too much on this.
Thanks!
Those were exactly the main references.
We already had some of those ideas in mind; however, my job responsibilities and some health issues didn't give me enough time to finish most of them.
I hope to update the game in the upcoming weeks, starting with the final music, arranged as our musician intended.
At this link you will find the game's page, including the credential to edit as an admin: https://itch.io/game/accept-admin/3221273/2825235.
In my experience, even if it's a full week-long jam. It is preferable to do a simple concept with highly restricted audiovisual content.
I have a base template I made for my pixel art games, of 512x288 pixels (16:9 ratio, from 32x32 px. squares).
Besides that, I start by selecting a color palette that relates to the emotion I wanted to convey. Usually I use one with between 8 to 24 colors, choosing it from Lospec.
Since you already work with chiptune, it should ensure that the music has the right fit.
What other kind of thing do you want to work on during the jam?
I do like the idea, but it is still a little too rough.
One major change I suggest is that the starting weapon and/or the progression of the following ones be randomized.
Also, a little trick that will make our enemies feel more alive is to include a chance of stopping and stand aside, a little while in place.