So this has been an incredibly fun and fairly productive LD for me.
With about 28 hours left to go I have the basic game mechanics implemented except for a few systems that are very important but shouldn’t be too difficult to implement. *knocks on wood*
So I’m sure some of you are wondering how I interpreted the theme and what the game is as well as what tools I’m using.
The game will play similarly to The Legend of Zelda for the NES. The player will explore the world on a room-by-room basis. They will realize quickly that the world is actually quite large. As they explore they will come across these totems and activating the totems allows the player to teleport between connecting totems in the world, though the player cannot teleport to totems that aren’t already activated by the player. Also, upon activating some totems obstacles may disappear from the players path allowing progress. Eventually, once the player activates enough totems, transportation around the world becomes much easier and it starts to feel like a much smaller world; hence the theme “A Small World”
That is the basic gameplay flow. Right now I have the map, totems, the player movement and camera control implemented as well as a little bit of art started. I still need to add in the GUI for selecting a totem to teleport to upon activating a totem, removing obstacles once a certain totem is activated and a simple dialog system. Along with that I still need to work on art, level design and music. Whew!
As far as tools I’m using phaser.io library for an “engine”, gimp/paint for art, Tiled map editor for the world design, and undecided as to how I will do music. Perhaps MilkyTracker? Not sure.
Anyways, that’s all I got right now. Expect screenshots as more art and cool looking stuff happens!
Good luck to all participating!