~~~ Project Gelcast ~~~
Moving beyond BaseProject
The Purpose: Planning
— Each game is to be started and finished within a month.
— These games can be created in any order.
— The overall goal is to create individual experiences that can be played separately, but combine into a greater whole. These are modules designed to work independently of each other, but still function as a unified front.
— There are four games that will be contributed to in this manner. More may be added by other people or at a later time.
— Each one has a primary character assigned to them.
—— Tiny Tinkers [ Merdiwen ]
—— (Concept: Battle Brawler) [ Nemea ]
—— Skyla's Journey [Skyla]
—— (Concept: Procedural Metroidvania) [ Corinne, Shaina ]
We have: Games
— These games may be created in any order. Each one has a unique idea to explore and a place to show off a finished project at the end.
— The underlying Gelcast project will invariably grow as more of the core is needed for other Projects.
— Each game will have its own analysis and/or design document, depending on what it needs.
[ Some kind of in-game level editor ]
- Game Type: Game Maker
- Categories: Creative
- Description: How does one create Adventure Blocks inside the game itself?
- Character in Charge: ???
- Signifcant Systems: Level Editor, Terrain Management
- Purpose: Making mods should not be the only way to create content for the game.
- Status: Barely a concept
- Difficulty: Advanced
- Hang-ups: (Unknown)
Gelcore Mining
- Game Type: Incremental Miner and crafting shop hybrid
— Source Materials: Miner! [C64] (Mining), Mabinogi (Crafting), Recettear and Moonlighter (Shop)
- Categories: Terrain Destruction, Incremental
- Description: Dig to the center of the world, processing your items along the way, and then sell them for profits.
- Character in Charge: Eira.
— Secondary Characters: Saki, Eira, Coral
- Significant Systems: Vehicles, Tilemap, Currency, Shop, Inventory
- Purpose: Some amount of world manipulation from tools is required
- Status: Concept ➜ Design
- Difficulty: Moderate-Difficult
- Hang-ups: This is a hybrid game between running a shop and mining materials with a side of crafting them. I may want to convert this into a little factory thing.
Skyla’s Winter Survival
- Game Type: Resource Management
- Categories: Survival
- Description: An icy cold winter threatens to freeze your entire life down to nothing.
— Hunting and gathering of bark, and uncovering mushrooms under the snow will be necessary
— Basic equipment attributes and item behavior is the core of this game
— Skyla is a mushroomologist and will be farming mushrooms accordingly
- Character in Charge: Skyla
- Significant Systems: Equipment, Cooking, Farming, Temperature
- Purpose: Explore harsh environments
- Status: Concept
- Difficulty: Advanced
- Hang-ups: There are a lot of systems that interact to make this kind of experience happen, but each one is more or less separate
That One Boss
- Game Type: Boss Rush, Single
- Categories: Platforming, Physics, Arcade
- Description: There are two characters. They fight. Both of them are boss level characters and play differently. The boss is the only thing in the game aside from the terrain and a training dummy on the side.
- Characters in Charge: Merdiwen, Elin
- Significant Systems: Boss AI
- Purpose: Work on extensive boss dynamics inside a game, including everything that it needs to function as a standalone product.
— This is the counterpart to Five Minute Frenzy
- Status: Concept
- Difficulty: Moderate
- Hang-ups: This is a fully fleshed out idea that I've been considering for some time. Merdiwen and Elin have competing philosophies in how to go about things, and they may end up in different places
Five Minute Frenzy
- Game Type: Escort Mission
— Source Material: Vampire Survivors
- Categories: Beat 'em Up, Roguelite
- Description: One character needs to do something drastic. They are the focus of attention, either from something like an army baring down on them, or from the sheer level of power they're wielding
— The game is a functional tower defense of sorts, with a character serving as the primary method of protecting something important: Another Character. You are the tower
- Character in Charge: Minerva Vielwalker
- Significant Systems: Enemy AI, Game Flow
- Purpose: Persistent Upgrades across multiple game sessions
— This is the counterpart to That One Boss
- Status: Concept ➜ Design
- Difficulty: Moderate
- Hang-ups: This is a concept that was prototyped for a different character that morphed into Elin. It has been shared, especially with Princess of Evil, and was talked about recently.
Gelantis Treasure Hunt
- Game Type: Watery Cave Exploration
— Source Material: Ecco the Dolphin
- Categories: Metroidvania
- Description: A fun time in the dark. Make sure not to drown. Someone might help you, maybe more than one.
- Character in Charge: Generic tiny characters. A huwen, a fairy, a slime, and an artifice.
- Significant Systems: Swimming, Oxygen
- Purpose: Platforming Movement Alternative, Testing out character types, Metroidvania Planning
- Status: Concept ➜ Design
- Difficulty: Moderate-Advanced
- Hang-ups: Underwater movement in platformers tends to be bad, and this will be somewhat difficult to make.
Karaoke Bar
- Game Type: Animation
- Categories: Story
- Description: A few characters start doing karaoke
- Character in Charge: Multiple
- Significant Systems: Dialogue, Menu
- Purpose: All games need some kind of dialogue system. This is an extra long cutscene involving a bunch of assets and characters, just to prove that it can be done.
- Status: Concept
- Difficulty: Basic, Tedious
- Hang-ups: Animations take a long time. This will need a lot of work to make it happen
[ Minigames ]
Gelementris
- Game Type: Tetris Clone
- Categories: Puzzle
- Description: Like Tetris, but four tile types spawn from tetrominoes that are harvested if 8 consecutive pieces are touching. The field is extra wide to accommodate this
- Significant Systems: None
- Purpose: Simple item to port. It already exists.
- Status: [ Complete! ]
- Difficulty: Basic
Tinker's Cardworks
- Game Type: Card Battle
- Categories: Competitive, Deck Builder
- Description: Build a tool out of parts. These parts have four stats: speed, damage, durability, and style.
— Whoever makes the highest stat wins and the difference is deducted from the opponent's morale. Make the other person lose all of their morale to win the game
- Significant Systems: Items, Modifiers
- Purpose: Working inventory system and item stats
- Status: Concept ➜ Design ➜ Art ➜ Implementation
- Difficulty: Moderate
- Hang-ups: This was the primary project that was made to test out the Godot engine. That ship has sailed.
Lifelink
- Game Type: Box Puzzle
- Categories: Puzzle
- A character runs around the world fighting enemies. They can push life hearts away from the other characters in the world
- Significant Systems: 2D grid
- Purpose: I just want to make a little game here. Give Coral's heart to the player as a reward for winning
- Status: Analysis ➜ Proposal
- Difficulty: Basic
[Fishing]
- Game Type: Fishing Minigame
- Categories: Arcade, Minigame
- There's a fish. Catch it.
- Significant Systems: Minigame inserted into other gameplay elements
- Purpose: I just want to make a little game here
- Status: Concept
- Difficulty: Basic
Mighty Gelly Warehouse!
- Game Type: Action, Puzzle
- Categories: Platforming, Physics, Arcade
- Description: Bouncy boxes and items fall from the top of the screen. They must be sorted - left for boxes, right for items - by Thruul himself. He has four arms to hold these items and can only survive for so long before the warehouse fills up
- Character in Charge: Thruul M'Gon
- Significant Systems: Movement, Physics
- Purpose: Define character movement, bouncing of items, 2D physics, and related
- Status: Concept ➜ (mDiyo) Look, I know how this will play in my head already. I’ve definitely played games like this.
- Difficulty: Basic-Moderate
Geltroid
- Game Type: Map Exploration
— Source Material: Maptroid
- Categories: Upgrade, Maze
- Description: A slime wanders around a grid and picks up items to go through doors along the way
— Lock and key design. The character "falls" like a platformer, but is tied to a grid. Multiple upgrades
- Character in Charge: A random slime
- Significant Systems: Tilemap
- Purpose: Map-based interactions like doors and hazardous areas are defined
- Status: Concept
- Difficulty: Basic
[ Mario style upgrades ]
- Game Type: Action Platformer
— Source Material: Super Mario World (SNES)
- Categories: Platformer
- Description: A remake of World 1 from the designated game, with characters and power-ups to match. and all the sillyness that comes with it.
- Significant Systems: Costume changing power ups, Multiple active playable characters
- Purpose: Pick up an item, gain its power, and change your costume at the same time
- Status: Analysis ➜ Design
- Difficulty: Simple-Moderate
- Hang-ups: I'm not entirely sure how much I'm doing this for myself or for someone else
[ Costume Upgrades ]
- Game Type: Action Platformer
— Source Material: Super Mario World (SNES)
- Categories: Cooperative, Nostalgia
- Description: I just want some of the upgrades from mario games as a mechanic
- Significant Systems: Costume changing power ups, Multiple active playable characters
- Purpose: Self explanatory
- Status: Analysis ➜ Design
- Difficulty: Simple-Moderate
- Hang-ups: I'm not entirely sure how much I'm doing this for myself or for others