LD42 - I'm giving in, but here's a memento
I am NOT a quitter, but I do like to aim very high, therefore I've clearly pushed myself too hard. I'm proud of what I've made in such a short space of time, but it's not enough to finish a playable game when there's only two hours left before the deadline.
Here's some gameplay:
And some of the features I managed to implement in this time:
- Smooth camera with Point of Interests (gently moves camera towards something important as you approach it) and of course, screen shake.
- Remappable controller and keyboard support
- Split-screen potential (everything was carefully set up in a way to support it later on)
- Inventory management - Pick up items and weapons, swap them around, and drop them.
- Animated NPCs and Dialogue system, with choice options (eg. the level selector guy you saw)
- Reusable menus - Works as title menu, options, pause menu, and dialogue options. Add transitions if you want.
- Fully persistent levels
- Nearly everything is inherited, so everything is super fast to implement (I just spent too long actually implementing that... 😛)
- Interactivity - If you want to make literally any object interactive, just make sure it inherits the "interactable" object - This applies to NPCs, item pickups, and doors so far.
- Slow-motion - You didn't see it in this video but you can slow the whole game down without lowering the frame rate, for buttery smooth action sequences 😉
Basically what happened is I abused GameMaker Studio to make future game development easier for myself - Which isn't a game!!! 😠
GitHub source code: https://github.com/TomboFry/TheMissingLink