LD17 design: The Pirate Isles
In one sentence: “Island puzzles, like Lolo with more destructibility.”
Specific feature ideas:
- Cute PC character (somehow this has to fit into a 20×20 tile without animation)
- Turn-based, on-the-grid movement. High technology is to be avoided for LD.
- Bombs that can be picked up and thrown, but need an external trigger
- A projectile pickup(should it be a rock, a bow+arrow, or a pistol? hmm….) the player can choose when to fire
- Projectiles that, instead of instantly hitting, move at two tiles per turn
- Walls of various kinds, some of which are destructable – but part of the puzzle is to figure out which ones
- Cannons and cannonballs as an alternative to the projectile pickup
- Pirate enemies of various kinds that fire their own projectiles or swing swords when the player is in range! I’ll need to think about simple “AI” patterns that work into a puzzle design.
- Player goal: Make it from one end of the island to the other in each level (docks at either end)
- Stretch feature: Fire that spreads. Don’t know how this would work into a puzzle.
Schedule estimates:
- Basic player movement and collision – 1h
- Create and integrate a tileset in Pro Motion – 3h
- Level layout data files and keys to skip through levels, level exits – 1h
- Implement projectile pickups – 1h
- Implement cannons, bombs and destructability – 1h
- Pirate AI #1 – 1h
- Pirate AI #2 – 1h
- HUD and title screen – 2h
- Create and integrate sound – 5h
- Level design – 5h
- Sleep – ~10h(Running a small deficit is OK, but it’s not worth it to try to power through.)
- Breaks – 6h
Estimate: 37h
I’ll set a tentative milestone for 8:00 on the 24th (PST) to have a one-level demo going.
Then the rest of the time can be spent on fit+finish.