Hi all,
I've finished my first game in GML, a clone of Tetris. (I posted a screenshot in another thread earlier.) Since then I've been using pen and paper to design prototypes of a possible turn-based game of my own design. Mostly I'm interested in building my skills, but it would also be nice to make something at least slightly original. (I have a lot of experience as an artist, but I'm relatively new to the programming thing, though I was a comp-sci major for one semester in college decades ago. Back in the Jurassic era, when we used APL and Pascal and FORTRAN.) For most of these ideas, I have a theme in mind. I'd like to keep the project small and feasible to finish. It took me about a week to make Tetris. I'm willing to spend several weeks on the next project, but not months. Here are some candidates.
1. One idea is a small turn-based square-grid-based tactical wargame. Like a small, simpler, prototype version of Advanced Squad Leader or X-Com. My admittedly unoriginal theme would be WW2 platoon- or company-size combat. But any territorial-control theme might suffice: lions controlling the savannah; birds controlling the lawns with the best worms. I'm actually more interested in operational and strategic wargames, hex-based, with lots of juicy resource and building decisions -- but I know enough about the complexity of such games (not to mention hexes) to know I shouldn't start with those. From a programming standpoint, pathfinding (A* stuff) would be great to learn. I've watched some of sgt indie's videos on this, and read some theoretical articles on the subject.
2. Another is a deckbuilding cardgame, again on a small scale, in the same genre as Slay the Spire or Monster Train or the boardgame Dominion. (Possible themes include building a business, or running a hospital, or building a prosecutor's case.) Each hand would take just a few minutes, but would be grafted onto a larger metagame or roguelike structure. I have a few ideas on how to inject a little innovation into the genre. Maybe this is more manageable than option 1 because no grid or AI? Also it could start as just the deckbuilding loop and expand to the meta game if it were going well, or not.
3. Yet another would be a tiny 4X game (or 3X, with no eXterminate). Space setting, or perhaps a Wild West setting, playable in an evening rather than over 40 hours. Again I have one or two ideas on how to refresh the genre a bit. But I'm skittish about the 4th X because of AI.
4. Still another would be a simple tycoon game. It could just be a 2-hour game, not particularly replayable, of making early investment decisions and growing a business, like a sports club or a vaccine maker. I say not replayable because I find if I win such a game, I don't feel like replaying, and if I lose, I get annoyed and quit, lol. This strikes me as relatively straightforward to implement, but maybe less interesting to play than some of my other ideas.
5. Yet another would be a simpler variant of chess, or a more complex variant of checkers. The point would be to get more experience manipulating a 2D array or grid, selecting pieces, and learning something about AI. Or just chess itself, a game I have always loved. I sort of suck at it, so it would be amusing to see whether I could build an AI that would beat me. But if it would take months and months, I'm not sure I want to go there.
I'd appreciate any suggestions on which to try first! Thanks in advance.
I've finished my first game in GML, a clone of Tetris. (I posted a screenshot in another thread earlier.) Since then I've been using pen and paper to design prototypes of a possible turn-based game of my own design. Mostly I'm interested in building my skills, but it would also be nice to make something at least slightly original. (I have a lot of experience as an artist, but I'm relatively new to the programming thing, though I was a comp-sci major for one semester in college decades ago. Back in the Jurassic era, when we used APL and Pascal and FORTRAN.) For most of these ideas, I have a theme in mind. I'd like to keep the project small and feasible to finish. It took me about a week to make Tetris. I'm willing to spend several weeks on the next project, but not months. Here are some candidates.
1. One idea is a small turn-based square-grid-based tactical wargame. Like a small, simpler, prototype version of Advanced Squad Leader or X-Com. My admittedly unoriginal theme would be WW2 platoon- or company-size combat. But any territorial-control theme might suffice: lions controlling the savannah; birds controlling the lawns with the best worms. I'm actually more interested in operational and strategic wargames, hex-based, with lots of juicy resource and building decisions -- but I know enough about the complexity of such games (not to mention hexes) to know I shouldn't start with those. From a programming standpoint, pathfinding (A* stuff) would be great to learn. I've watched some of sgt indie's videos on this, and read some theoretical articles on the subject.
2. Another is a deckbuilding cardgame, again on a small scale, in the same genre as Slay the Spire or Monster Train or the boardgame Dominion. (Possible themes include building a business, or running a hospital, or building a prosecutor's case.) Each hand would take just a few minutes, but would be grafted onto a larger metagame or roguelike structure. I have a few ideas on how to inject a little innovation into the genre. Maybe this is more manageable than option 1 because no grid or AI? Also it could start as just the deckbuilding loop and expand to the meta game if it were going well, or not.
3. Yet another would be a tiny 4X game (or 3X, with no eXterminate). Space setting, or perhaps a Wild West setting, playable in an evening rather than over 40 hours. Again I have one or two ideas on how to refresh the genre a bit. But I'm skittish about the 4th X because of AI.
4. Still another would be a simple tycoon game. It could just be a 2-hour game, not particularly replayable, of making early investment decisions and growing a business, like a sports club or a vaccine maker. I say not replayable because I find if I win such a game, I don't feel like replaying, and if I lose, I get annoyed and quit, lol. This strikes me as relatively straightforward to implement, but maybe less interesting to play than some of my other ideas.
5. Yet another would be a simpler variant of chess, or a more complex variant of checkers. The point would be to get more experience manipulating a 2D array or grid, selecting pieces, and learning something about AI. Or just chess itself, a game I have always loved. I sort of suck at it, so it would be amusing to see whether I could build an AI that would beat me. But if it would take months and months, I'm not sure I want to go there.
I'd appreciate any suggestions on which to try first! Thanks in advance.