The good news is that I'm wholly back on the wagon in game development. I've even found a couple of cool resources I may incorporate into my project.
- On Sleep Is Death's website, Shannon Galvin provides an excellent tutorial for creating a tileset. This advice should work just fine in BYOND, too. (Although note that an isometric tileset is actually an option here!)
- I found Roguebasin, an awesome wiki that includes a number of articles related to building Roguelike games. It's an great resource for building in BYOND because it includes stuff like various map generation code methods that work fine with any tile-based engine.
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Shoot First screenshot
- Speaking of roguelikes, Rock Paper Shotgun introduced me to a rather cool one: Shoot First. Give it in a spin, it's proof positive you don't need great graphics to have an awesome game. Significantly better than Gauntlet, it's remarkable how many surprises this game throws at you (although sometimes those boulder traps are flat out unfair.)
- Perhaps the player characters could be forced to jump through hoops at the command of an artificial intelligence. Think Paranoia.
- Perhaps the cryoship itself will undergo expansion based off of the players' efforts. There will be no fixed equipment and only one default race, but as the players explore new planets and bring back more artifacts, new equipment can be invented and new alien races unlocked.
- The Cryoship itself may be in a state of perpetual emergency which the players have to defuse. It could be a massive behemoth that the players slowly explore.
It's a bit of a catch22, I might just have to start doing some rough guesses, perhaps designate times of day set aside for design and coding and force myself to experiment, because I can't quite visualize what would be best without seeing in action.
I suppose as long as I'm continuing my efforts, something will come to fruition soon, right? If nothing else, it's practice.