Core Gameplay
It's a dance game (curse you, Richard, for polluting my mind with all those dance videos! :-), so I originally thought about doing something DDR-style where you have to hit select characters at specific times, but that seems a mite too complex for this interval, given that I can only hack on it in my spare time and I work [i]long[/i] hours.
While hacking up Snake yesterday to show someone on GameDev how easily it could be implemented by treating the snake as a list of coordinate pairs on a grid, each of which adopts its predecessor's coordinates when the snake moves, I think I nailed down my core "dance" gameplay:
Josef dances by routing power within his body from an internal producer to a consumer, causing him to adopt a position for a brief moment. Doing this repeatedly causes him to "dance" in an interesting way, even though he was never programmed to.
Yes, that's a bit obscure, but if you can read between the lines, you should be able to figure out exactly what I plan to do...
Gotta get to work now!
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richard on 2008/03/31 23:07:
Heh, don't blame me, blame the theme generator :)Sounds interesting!