Shinobi Mountain Log
I'm going to log the dev timeline for this little game more for myself than anyone else.
Shinobi Mountain lived in my head for a couple weeks leading up to a game jam for Action Button discord server, so naturally I made sure to showhorn it into the jam theme, which ended up being "The dumbest thing you've ever heard of." Ok, a mountain climber battling ninjas to save his girlfriend was already a pretty dumb idea so I figure I can get away with that. I made sure to not begin scripting anything until the jam started, but I did reuse some basic, boiler plate code, i.e. basic Love2D functions (load, update, draw, etc), and a basic game state structure.
By the end of the weekend jam I had the first iteration I uploaded. With lots of help from AB discord users @kafkand and @Clairesville, we had a functioning game with a title screen, a mountain face to scale, a parallaxing forest/sky background, a climber who moves with a logarithmic function to simulate the lurching movement of a climber reaching for his next hand hold, a sword swing attack, and ninja enemies with a basic decision-making AI to move toward the player and attack when within range. When the player reaches the top the game is over. I was in the middle of coding hitboxes for the player and enemies in order to resolve combat collisions when I ran out of time and had to wrap it up.
I'm definitely happy with what we accomplished in a weekend. Clipping assets from FF Tactics is the sort of tedium I can handle without a deadline, I did the player char (Mustadio) and @Clairesville did the ninja sprite. @kafkand drew all the background and title screen original art. It would have looked so much worse if I had attempted to do it.
To do (phase1): -finish combat system
-Add SFX and Music
-Add an opening animation to set the scene, and a girlfriend character at the top of the mountain, perhaps guarded by one final enemy.
-Add mouse and touch controls, ultimately this game is designed for mobile.
(Phase 2):-Draw new sprites using the FFT stand-ins as reference/skeleton.
-Add a rope that attaches to the player who must then anchor at various edge locations in the cliff face. The rope will limit the distance a player can move from the previous anchor point, thus creating a route the player must follow up the mountain.
-Add different enemy types (rappelling ninjas, fast/slow, ones that throw shurikens?)
-Add more stages leading to a Japanese style castle at the top of the mountain where your GF is being held. Each stage will use a pixel shader to change the time of day. The player reaches the castle by nightfall and the route is lit by lanterns with lighting shader effects.
That's the vision.
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Shinobi Mountain
The title says it all, and then some...
Status | Released |
Author | Mitsuda4Pres |
More posts
- Shinobi Mountain Phase 1 70%Aug 07, 2023
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