Yo guys! With a bit of plucky help on pointers from some lovely forum denziens I finally stumbled my way rather unelegantly through a few barriers.
The result of my labours is perhaps the crappiest game ever made still in ultra-super-mega-alpha stage (but I guess all games have to start somewhere).
The game's working name is 2D 'Em Up, because I havn't decided on a final name for the game yet. Programmed in C++, it's a console game.
The (current) story is non-existant and may never exist depending on how the game develops.
The (current) incarnation of the game is very, very, very crude. There's only one map, there's only 11 monsters, they don't fight back and all you can do is walk into them. Three times. And then they die. When they're all dead, nothing happens - The game doesn't give you a victory fanfare, you just walk around until you decide to quit.
The in-game help doesn't exist as I was too lazy to program it in just now.
But I'm releasing it and it's source code to ask for advice and guidance for the forum's veterans. At the moment I'd just like people to read through my source and comment; are the functions laid out in an efficient manner, does the current source leave much scope for expansion, how would you do things better?Controls:
Up Arrow/Left Arrow/Down Arrow/Right Arrow - Move
Attack/kill by running into the 'm's 3 times
Quit with F1
Project Aims:
2D 'Em Up is aiming to be a futuristic rougelike shooter. The core gameplay mechanic is going to revolve around the use of ranged weaponry primarily, while fighting against hordes of super-fast melee creatures that will close down range on the PC very quickly. The advantage of having a ranged weapon will be countered by the NPC speed where an NPC can rapidly close ground on the PC meaning multiple enemies at once will pose a significant challenge while single enemies will provide much less.
The unique selling point of the game is the planned weapon system; I intend for each weapon to be deconstructable into a number of simplified component parts which can then be rebuilt. A PC could deconstruct a sniper rifle with a clip capacity of 5 bullets to gain a number of rifle components and a scope (which is misc. and can be fitted to all weaponry) - They could then fit the scope to a pistol or deconstruct an assault rifle and hybrid together a burst-fire sniper rifle or a sniper rifle with a 30 bullet clip capacity. Individual components will have modifiers and enchantments and eventually wear (so you will need to deconstruct and reconstruct weapons in order to be combat effective).
I intend to have a number of dynamically generated maps, although I do not know how to accomplish this just yet. The types of maps will vary from standard "Room with 1 tile coridoors" roguelike style to large, open outdoor levels to a hybrid of open indoor levels with interesting rooms to explore.
Combat will eventually contain a number of features including enemies having the capacity to dodge and range effecting accuracy; large and cumbersome weapons would be effective at long ranges but would be far too unwieldy to fire accurately in melee. On the other hand pistols aren't exactly the most powerful weapons with the longest ranges in the world, but attaching a scope can increase the effective range before accuracy drops off and they're much more handier in a close-quarters fight. Then you've got things like shotguns which are deadly at point blank but lose power at longer ranges.
The objective of the game is to come with the story, but placeholders such as "Rescue the Princess!" "Bring Me a Needle!" or "Placate the Bacon Elementals" can be used in lieu of story until development (and my programming skills) are more advanced.
Link to the mediafire hosted source and .exe