Day 0 - Off we go!
This year, environment is everything. Our entry seeks to explore the impact that the environment can have on making interesting in-game choices for players. The typical roguelike presents the game world as a kind of floor plan, with mazes, chokes, corridors, and other factors which inform a player in their decision-making process. We're going for something a little different.
The 'floor plan' map lends itself to considering space cardinally. We hope to mix that up this year by thinking in terms of up/down, and across. Our focus is on exploring roguelike-ing from the side on, and what impact that will have on traditional gameplay ideas. As such, we want to build our mechanics around exploring a vertical space, and everything that entails. Height is a natural consequence of thinking vertically, so we're keen to see how that can be used: falling off edges, jumping, and the fact that enemies may come at you from above and below, as well as from side to side.
We're going to be using Godot again, so we're able to salvage some code from our previous-unreleased-and-unfinished title, Portlligat. I plan to spend the next while writing lots of code and possibly placing some pixels. Let's see how we get on!Get Battletier Ascend!
Battletier Ascend!
Tactical turn-based-platform mech piloting roguelike - blast biomechanical horrors on your way up the tower!
Status | In development |
Authors | voxelate, Seilburg |
Genre | Platformer |
Tags | Seven Day Roguelike Challenge, Mechs, Procedural Generation, Roguelike |
More posts
- Day 6 - A game with no nameMar 12, 2022
- Day 5.1 - Leaping and stumblingMar 11, 2022
- Day 4 - Hello HumidumfunemcaeruleumMar 10, 2022
- Day 4 - Hitting rock bottomMar 10, 2022
- Day 3 - Plummeting to groundMar 09, 2022
- Day 3 - Getting a head (or several)Mar 09, 2022
- Day 2 - DejectionMar 08, 2022
- Day 2 - AgonyMar 08, 2022
- Day 1 - Familiar ground(s)Mar 06, 2022
- Day 1: Stealing a marchMar 06, 2022
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