Last Minute Plan Revisions

As is my way, I’m going to sketch out one last set of speculations about my game.

Roguelike’s in the garbage. Not workable in two days. Heck, I’d need at least a week of Ideal Programming Time.

Instead, I’m doing what I’ve always done best: Action!

I’m planning on something fairly fast-paced that increases the challenge gradually. If I have time, it’ll have multiple difficulty modes.

C++ will be my language of choice. SDL, my library. I’ll be porting to Windows myself after I’m finished coding. If I’m ahead of schedule (And I’m saying a little prayer to Hephaestus tonight), then I’ll create a port to allow any Windows users with some spare time to try it.

I’ve been monkeying around with C++ since the last compo, and I think I’ve become much, much more efficient with it. At the very least, I’m going about as fast as I usually do in Python. Should prove to be an asset.

I’m not sure about the genre. It could be anything, except maybe a top-down run and gun. That wasn’t fun to code. At all. Since the themes are largely about the end of the world (Or the time after that), it might be a survival brawler. Against zombies. Or maybe a robot fighting to survive while being attacked by mutant humans.

And if “Twilight Fandom” comes up, you’ll be beating the snot out of angsty vampires.

So…

Here’s hoping.

— Mr., Dude