Got the design down
So after the theme announcement I went to sleep 10 hours - as usual. And I woke up with an idea.
I want you to fight a dragon on a cliff. On the way there, you will get powers but in order to got to the next stage you need to sacrifice something.
I got all the design as a draft - will not write an FDD during the compo though maybe in the porting/jam period.

I know what I want exactly, so I have compiled a little TODO list on the programming tasks. - refactor the OpenGL Hello Wrold Triangle to have: - separate rendering/logic/fake physics update (but keep it simple) - have separate texture and shader loading and handling and a renderable list - game states with corresponding screens - separate GUI layer - need to display: - whole screen drawing - possibly with scrolling - for playfield - sprites - hopefully with animations - some text - create game mechanics: - movement: - run - with speeds while holding a button - jump - the usual parabolic stuff without control in mid air - moving along a line path while holding a button - collision: - sprite to sprite - sprite to world: - with a line to walk on - with places on map with a 1-bit map - getting input: - keyboard keys for moving - mouse for aiming a shot
This is for the getting stuff ready for the game programming and is preferably done by tonight.
Happy jamming!