#1GAM 2017 - Week 2

The majority of week one was spent coming up with ideas and building some of the backend for Mini Shinobi. This week I was able to focus more on designing and creating gameplay features.

Features added this week:

  • Moving enemies
  • Jumping on enemies to damage them
  • Animated tiles
  • Parallax scrolling
  • Double-jumping
  • Terrible sound effects
  • Transparent water that slows the player down

Here are some animated screenshots showing the features added this week (click to play):

Mini Shinobi - Waterfall and Enemy

Mini Shinobi - Taking Damage

Mini Shinobi - Parallax

This week I'd like to finish:

  • The full live/die/repeat game loop
  • Health increase and restoration powerups
  • Particle effects
  • Title screen
  • Switches and closed doors
  • Basic area transitions

It's going to be a challenge to get everything done before the deadline, but I'm happy with how the game is progressing.

Visit the Mini Shinobi hub page for a more detailed view of the project's progress.

#1GAM 2017 - Week 1

It's been a full week since I started working on my first #1GAM entry of the year. So far things have gone quite well, although there's still a long way to go.

January's game is called "Mini Shinobi". It's a platform game with a mix of exploration, combat and puzzles.

So far the following features are working:

  • Fully scrolling tilemap that follows the player
  • Walking, running and jumping (with animation)
  • Some basic collision detection
  • Entity/component system

Probably the biggest feature is the entity system. There aren't many entities in the game at the moment, but it's possible to add more without recompiling anything which is a huge time saver. Expect there to be a few follow-up articles on how it works and why I built it.

Screenshots are more exciting than technical details though, so here's how things currently look:

Mini Shinobi - Week 1

One thing that has been a huge help is using art from OpenGameArt.org. I'm not much of an artist, so it's allowed me to spend time building the game rather than worrying over pixels.

There are more detailed notes and statistics on the Mini Shinobi hub page. It's updated regularly and is the best place to see how development is progressing. I'll probably end up writing about how that page is generated at some point too.