I recently mentioned that I was thinking about making a secondary project, likely a rpg with tile based movement (i.e: easier coding, more “what should the game do” thinking instead of “how the fuck do I do what it’s already obvious it has to do (and make it efficient)” thinking).
Well, this is already settled. Just like Tanuki Tail will be able to be considered a L.O.Zelda ripoff with lots of twitches, this new game is planned to be a Pokemon ripoff with lots of twitches. No shame, no regrets: a ripoff.
In other words: turn based fighting (or something similar, here is where I want to innovate, since it’s the most important gameplay), the overworld is a grid and you move from block to block (uncare for corner collisions, circles, volumes, etc. unlike in the super-geometrical Tanuki Tail), you ‘catch’ and ‘fight’ monsters, you probably played pokemon so you know the long etc.
I’ve though about some aspects of the game (concepts) but won’t tell much until it’s solid. Just that the current ‘project name’ is Channelers and involves people summoning souls and controlling them.
This game, however, doesn’t mean an end to Tanuki Tail, which, on the other hand, gets tedious over time, because of library switchings, and the need to optimize already, with only 2 moving characters on screen and 3 frozen ones, and lots of things to implement. The plan is that the games help eachother. The tools will be used in both, or the tools’ code will be reutilized when necessary (for example, map editors would be too game-specific). Also, having more friendly coding goals allows me to rest from TT for short periods of time, and work with the other game.
Categories : Other games