Okay, so I have an announcement:
Cloud Scream will drop from being my primary project, to being one of several.
There are game concepts I have, and they all sort of work off of each other,
in a way that it would be better to split up my efforts.
It would be better to learn something in a fresh game project
where I don't feel constricted by mechanics and preexisting game play,
then apply that knowledge to the other projects.
Currently I have four projects in mind:
Cloud Scream
Cloud Scream is a fantasy simulation that is going to focus on construction, environmental interactions,
and tribal behaviors and their interactions. I want the game to have good dynamic AI tracking,
similar to what I'm putting into "party house".
Then you can have multiple AI groups running around, deciding goals, and working towards their goals.
It will be an open sandbox where you decide how to play, and how to interact with the AI.
You could help them gather materials for a mega-project, help them fight their enemies,
or destroy them in the creative method of your choosing.
The important part of it all is that the AI will develop a meaningful presence in your game,
and you can feel some sort of emotional response depending on what happens to them.
Efforts in Cloud Scream development will focus on creating a working AI,
and molding them into an interesting bunch of critters.
"House Party" (taking suggestions)
"House Party" is going to be a procedural puzzle/mystery simulator, with a strong focus on character interactions.
You will witness a bunch of people stranded on a rainy island in a large mysterious house,
trying to cope, and fitting all of the pieces together.
Most of them will try to escape, but some will have hidden motives, which will be more apparent as the game progresses.
In the finished product, I imagine a game where you can take on any roll, and see where it takes you.
Imagine something like SS13, but a persistent single player experience.
My AI will be a mockery of real human interactions, but I'll try to get it as close to realistic as possible.
2D Platformer
I really want a game with working physics, and not a stagnant grid.
I would like to make something in a similar vein to Cave Story and An Untitled Story.
This is the only project that will NOT feature generated content.
I would rather shape this one with my own hands.
If anybody wants to offer any help, that would make me very happy.
I have all of these ideas I would like to purge from my brain,
and I can't do that without a platform exploration game.
Dear Grandfather Clock
Hehehe! Finally I have an excuse to drag this thing back out.
Dear Grandfather Clock was the first game I started working on in C++.
It was going to be an interactive fiction suspense game, and I had quite a few ideas for it.
At the time I knew very little about C++, and some things were beyond my grasp.
This is where things get really itchy though, as it brings up an important question.
Should I stay in C++, or try out other programming methods?
Game Maker would probably be better for the 2D platformer, and Inform would be useful for the interactive fiction.
I would REALLY like to stay in C++, and I probably will.
If you have any input, please let me know.
I am very excited about having all this newfound free time,
and I feel it is time to get these projects on their feet.
Today, I bring a few of my lifelong goals into the open.