Posts Tagged ‘concepts’
Oh man I am at a loss… So far my ideas are:
Tumiki Arena – Tumiki fighters except in an arena. It would fulfill the theme because every time an enemy died, they would give you a gun or whatever for you to handle further enemies. This could either work in robotron style, or in astroids style. With the second one it would be a bit like captain forever. I don’t think that is a bad thing though.
TowerTron – Similar to above, but you can pick up and drop turrets. Maybe this is more like herzog zwei crossed with tower defense. I don’t know if I can figure out A* this time though, or really any pathfinding.
Castle Defense – Missile Defense, except you can occasionally add stuff to you towns and cities, and they all shoot automatically at the missiles. “this is a dangerous place to have a town, here take this”.
Ok gonna just roll with one of them. I clearly need to light a fire under myself, I just spent 20 minutes messing around with my timelapse script. HOLY CRAPPU, GOTTA ROLL.
Also, here is my desk, and my lunch and dinner (I just cooked 2 meals at once):
So, got lots of scribbles out, and lots of ideas on how to first progress – the only problem being, actually progressing! I’ve not used XNA properly before, so this is a bit of an interesting learning experience. Thankfully there’s shed-loads of documentation, and if I get really really stuck I know a couple of people I can ask for advice. Heck, the last time I did any kind of serious programming, it was in DarkBASIC!
Anyway – I’ve got a project up, got a font in, and making a ‘punters’ class for all those Cavern Club patrons to be.