This is why I have decided to take another route, I'm focusing solely on the gameplay, building an experience that is just purely fun and challenging, letting everything else come second (hey, maybe I am good enough to do everything, only time will tell). The game I'm making is a platformer (yes, the indie dev FPS) that is a cross between a room based puzzle game (think Angry Birds or The Company of Myself ) and a more expansive platformer style like Metroid or Castlevania or Cave Story or Knytt or etc... The idea is to have semi-large explorable worlds as self contained levels that need to be completed one after the other. I have quite nailed this part down yet, but the game the way to beat each level is likely going to be to find all of the collectibles hidden within it (they would be sparse, easy to see, but hard to reach).
The primary tool given to the player is (apart from jumping) the ability to shoot two different colored shots out of his gun. These shots do not affect enemies, however they affect the environment. One color raises any block that is shot and the other lowers it. It's like gravity suddenly turns on for that block in the direction corresponding to the type of shot the block was hit with (note that I haven't decided any kind of setting for this game yet as I am focusing on gameplay, meaning the player may not have a "gun" and gravity almost certainly won't be the explanation given behind his level manipulation powers). Every part of every level in the game can be manipulated in this way, however given that the player can only shoot either left or right I have found it easy to make it so that the player can't fundamentally break the level (by removing the floor for example). Enemies must be squished to be killed and platforms must be rode to success. This is meant to be both a puzzle and action game.
Reading that last paragraph I realize it makes just about zero sense, or at the very least is hard to follow without some visual aid. I would embed the basic prototype here, which would make this post make a hell of a lot more sense, but I'm planning on making an awesome post about the camera system tomorrow, and I don't want two posts with the exact same embedded prototype. Since I don't have any readers, nobody will be here to witness the one day this explanation is without the prototype to aid in clarification.
More to come tomorrow on camera's in open-world 2d platformer games.
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