As you guys know, I’ve been working with ClickTeam Fusion lately, and after trying to find some good tutorials, I’ve been taking more of a project approach. Making a game from scratch, and research example for the specific techniques of game mechanics I need. I’m already finding the experience more challenging (and liberating) than just following the rote tutorials, but it’s a very satisfying process.
It hasn’t taken long for me to have my first project to a stage where it’s a very basic game in its own right.
At the moment, I’ve given it the almost certainly taken moniker of TinyAdventure, and it’s incredibly basic. The player controls a top down little person with 8 directional movement, score accumulates until you die, and every seven seconds the game spawns an enemy blob at a random location. The blobs don’t currently do anything, but running into one three times means game over. The longer you play, the more the screen fills up. Once you die, you’re taken to a high-score table, where you can restart the game if you choose.
Like I said, basic, but all the elements are there. An open-ended structure, a goal to obtain the highest score, a lose condition, some element of saving one’s progress, and the ability to start again. What I want to do now is iterate gradually, by playing the game and seeing what feels unsatisfying and add things one at a time. Immediately, the biggest problem is obvious. The game is incredibly easy and can last for ages without the player ever moving. I’d like to change this by adding blobs that pursue the player next. That would already be a dramatic change.
If you’d like to try the game, it should run on most versions of Windows and there’s a link here:
Let me know what you think!