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.