So I have an idea!

Well I had it awhile ago, but I got angry and lost in my hacked together attempts of doing it quickly (and on a livestream no less, oh the humiliation) and went back to paper for the design.

Now I have a ridiculously modular set of code, which is neat, and can start on the game part without feeling like committing acts of penance. My idea is pretty simple. I didn’t want to make you fight something that evolved, too complicated to do in code and too boring to hack in level design. Then I realised, Evolution is Adaptation.

So I decided to go back to the arcade way of making games. Hordes of enemies, kill them all. Arcade style top-down shooters, yay! And where’s the evolution? Whenever you die, you get to go back to the drawing board and tweak the stats of your ship. Ultimately it becomes a score attack, find the best ship to combine with your skills to get the highest score. Too many fast enemies on that level? You could just increase your ships size, decreasing speed but giving it more resistance to damage allowing it to crash through the enemies and just soak up the damage.

Or why not decrease the size and super-charge the boosters? You’ll be brittle as heck, but you can use your enhanced speed to match, dog-fight and dodge the enemies.

That’s where I’m going with this. Maybe now I have a cleaner code base (Using a surprisingly Service-orientated architecture) I can actually start making stuff happen. *gasp* Heresy!