Wreck of TheseusA future game by Vactor
UPDATE (New Enemy "Walker"):
--------------------------
Wreck of Theseus is a little project I've been working on the last few weeks. The primary theme I was toying with when I started it, is making a mech roguelike similar to Binding of Issac, or Risk of Rain, but instead of collecting powerups, you find new and better mech parts. Through the course of the game you would likely replace all of your parts for better ones. (the Title is a reference to the legendary Ship of Theseus and the question of, if all of the boards of a ship have been replaced, is it the same ship?)
So far I've got a little mech you can control, which has individual parts that can be damaged and disabled.
The mech can run, jump and shoot, and has a 'jumpjet' that enables multi-jumping and control while falling. Individual components house different controls, so it is possible to play on even if your legs are disabled and you can no longer walk around, as long as you have a non-disabled part that has jumpjet capabilites.
I've also got a basic floating enemy that drifts around and shoots at the player periodically.
I'm working on level generation, which at this point multiple "rooms" can be matched together to form a level, however at this point it needs to be done manually rather than procedurally. The system currently supports multiple tile types, some which are destructible, some immune to damage.
The last big core system I need to work on is the part swapping feature of the mech.
I've mostly been working on the core systems rather than content at this point, but once I have everything working at the basic level it should be relatively easy to add additional content. The art right now is just placeholders.
I have a playable testbuild that I'd be willing to send to people if they are interested in giving feedback on what I currently have (Please note it is very much not a game at this point, more of a tech demo)
Finally, here is the little guy in action, and a glimpse of the enemy:
(the discoloration of various objects is the current damage indicator, my hope is to have a transition between two different sprites instead once art is added)
As far as how I'm feeling about the project at this point: This is the 5th game I've tried to program, (the first being my ill-fated Airlands project) and I'm feeling like i'm finally to the point where I know what I'm doing enough to succeed.
Anyhow, i'd love to get some feedback, if you want me to send you the testbuild just
pm me the email address you would like me to send it to.