A world was born
I’ve thought of my concept, and some of the mechanics.
Basically, you start out in a world that is 1 pixel big. You can build new pixels by using the arrow keys, and pixels of your world will be unlocked using some kind of resource system. Your character – you have a character – starts as being 1 pixel big, and so do the enemies. Notice you “build” not “unlock” new pixels – when you build a pixel the world is generated with something in it – the something being one pixel big. Enemies can spawn with varying difficulty depending on the area that is free around them – for example, if there is a world that is 1×10, then chance of spawning an enemy which is more than 1 pixel tall is impossible. The larger the enemy, the more powerful it is.
There will be obstacles and such, and using incredibly inefficient algorithms the pseudo-random world will create these to force you to do certain things – for example, there will be a bigger chance of spawning an impassable pixel next to another impassable block, which will force you to unlock a bigger area so increasing the chance of big enemies. Then, to defeat the bigger enemies, you will need to upgrade to a bigger character, and to do that you need a bigger space around you all the time, and you won’t be able to fit into small gaps so have to generate even more world and spawn more enemies and use more money and find more resources to build more pixels which allow you to find more enemies which means you need to upgrade your character more and spend more resources and build more pixels… The objective I’m not sure about yet, but there is going to be an objective.
Hopefully this will be feasible will my amateur programming skills. I am streaming and timelapse-ing as mentioned in my previous post.
Goodbye!