Ok, I'll put up a picture tonight - So wait till then please.
Stumbled across this post about game design from 2D Boy, which seriously summerizes some parts of my life, apart from game design. But yeah, the more I think about stuff, the more likely I am to stuff it up, so I seriously need to stop thinking. Anyways, back to game stuff. The 2D Boy blog itself is inspirational when it comes to gettting pysched up to make a game, so I recommend anyone thinking about it or interested in indie games in general to check it out. If you don't know 2D Boy made a indie game called World of Goo which is charming and innovative all at the same time. Since it was only made by 2 people (and some contractors, I think) it's amazing what can be done.
So I've now got a basic rectangle person (need to get an art person soonish, when the engine is all done) who can move in 8 directions and will look where ever the mouse is within the window. So there's the basic person movement done. I might try and do shooting and crouching for the person next. And for AI, I'll probably start off with the main character's dog, who will introduce the player to distraction of AI, vision of AI and sound of AI, without the whole getting hunted down thing. The story I posted a couple of weeks ago was the basis for the introductory level, so that explains how I'll tie in teaching game mechanics to the story.
So the plan for the next couple of weeks is:
Week 1: Finalise character movement.
Week 2-3,4 (When ever): Design Dog and AI.
Week X-X+N: Design "Block" class - this will be used to create walls and such in maps.
After all that: Start making some maps.... much easier said then done.
I'll upload the code when I get home. Bear in mind that everything is extremely draft, but hopefully some people may find it useful.



