The (Tentative) Plan for PyggyI have been planning additions to Rose Ninja for Pyggy.
Here's what I've been thinking of doing:
-Completely redoing graphical assets (Making characters and terrain look better, mostly)
-Possible elimination of wall-jumping (It didn't really work all that well, so I may dump it, or at least make it less of a focus)
-Proper backgrounds (Not just filled-in with blue)
-Multiple playable characters (Not sure how many)
-Multiple enemy types (Also not sure how many)
-More sophisticated enemy AI (Something that's a bit less ruthless)
-Additional tilesets (Such as a forest or cave tileset)
-Additional terrain types (Such as water and ladders)
-Bosses (Maybe 4 or 5 of them)
-A "Commander Keen"-style world map (With some added things, like battles with wandering enemies)
-An actual HUD (Rather than a bunch of text)
-A menu system
-A level editor (That also edits maps)
-Music and sound (The former done in LMMS, the latter probably from FreeSound)
-Customizable controls and joypad support
-More efficient level loading (The current level loader is way too slow)
-Refined combat mechanics (It's good now, but I can make it better)
This is a tentative list, but I don't exactly have a busy schedule, so I should have lots of time each day to work on it.
Anyhoo, that's the list of features that I have planned for the Pyggy release of Rose Ninja.
If anyone has any suggestions (Other things to add, things to take off, ideas for characters or enemies), I'd love to hear them!
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