This week my software engineering day job really took over my time because we had lots of all day planning sessions which broke my brain by the end of the day.
But despite that I did get some work done on the game. I've mainly been focusing on the "tiny person" inside the core (what appears to be the head/helmet). This is where the Minish Cap influence for the game comes in. The main character you play as is this "tiny person", who I already have a rough backstory for.
The core is the main part of the "suit", and it is piloted by the "tiny person". That is why the main character can rotate the core in full 360 degrees...since they are actually just piloting it.
The player will be able to eject out of the core at any time, or they will also be forcefully ejected if they take enough damage...at which point they have to wait until it has repaired itself to enter it again. Outside of the core, the player is extremely vulnerable to damage and will generally die in one hit.
I've gotten the "tiny person" completely controllable, but am still working on getting the mechanics of the core working...which follows the player around. It actually compresses its mass down to the inner sphere while following the player. When fully repaired, the core will be able to shoot the same beam(s) when the player is outside of it as it does when they are inside...but when damaged it will shoot a very slow, weaker beam.
Here's more info on the frameworks/tools I'm using:
- Monogame - Might eventually create an FNA port...but so far Monogame has been working well for me.
1.1 Nez Framework - This opensource framework is amazing and actively developed. It provides a very solid Scene/Entity/Component system, with several out of the box features that make game development a lot easier.
- Pyxel Edit - This is what I use to draw all my character sprites, tiles, and animations.
- Tiled - Used to create all the tile maps (using tiles built with Pyxel Edit).
On a final note, I've gotta say it's really inspiring to see so many people who have posted about their own projects lately. Almost feels like the good old days of when the Verge community was livelier...even though we're not all using Verge anymore nowadays.