Plans
As I only intend on producing a working prototype, I’ll be using the python language with the pygame library. I still haven’t decided on which tools I’ll be using to produce content, but I plan on trying a few on the tools page and deciding as the compo date approaches. If anyone has any advice about the tools on that page or other free tools that may work better, I am receptive to it.
Without giving too much away, my idea has to do with tribal warfare and simians. I want to model it after Advance Wars, but place more emphasis on sabotage, reverse engineering and intellectual development between tribes. There will be three simian ‘types’, each filling specific roles in the overall effort. Much of this is based on Planet of the Apes, but of course the game will not be using any copyrighted content. The game will be turn-based and units will have a ‘Vet’ system to improve their capabilities.
I will spend the next few days in my time outside of work writing the base code, which will consist of a loose framework, and I will spend the weekend building on top of the base code and creating content. On Friday I plan to post the base code I’ll be starting with as well as the full code and all assets on the last day of the compo. If all goes as I plan (which it rarely does), I’ll be using this prototype to produce a well-constructed game in a lower level language. Right now my eyes are on Java and C/C++. Going forward from there I would like to keep the project cross-platform, which some languages handle better than others.
Of course, I am receptive to advice that anyone has to offer. This being my first go at a competition, I realize that the head start we were all given might negatively affect my future endeavors with upcoming competitions. Hopefully that won’t be the case.
Thanks,
Mike