Running out of power
Who we are
- robot/machine
- factory management/maintenance
- human depending on faulty machinery
- the world, trying to aid the character
- we're power itself and we must feed who needs us
What needs to be done
-
evacuation going on - need to make machines cope with humans, get somewhere without dying and/or with time limit. think lemmings (traffic lights changing, railroad path choosing, bridge placement, place barriers) -> heavy work on simulating actors such as cars and people interacting with roads, etc.
-
mash vehicles in a way to be efficient with low resources -> heavy physics and accurate simulation work, not experienced in this
-
simple platformer with a twist in locomotion and/or how its movement gets affected over time/environment -> could work but need a simple set of original rules...
-
racing game in a post-apocalyptic scenario - we must reach the other side of the city, dodging faulty traffic and scared mobs -> heavy work on level generation and maybe on the simulation itself. rad though
-
puzzle - setup a circuit such that the level mission is accomplished. think the incredible machine / pipe mania -> relatively straightforward to setup the engine. hard to do challenging/original levels
-
solve engineering problems. think pontifex -> same problems as prev, with harder engine setup
-
minimalist racing game. think micromachines -> twist is? level design? car design? car response to usage
-
platformer with dynamic terrain and grapple hook. think worms/liero -> vs fight? lemmings get to somewhere?
-
flappy bird with limited fuel (thx @asilva4000 !) -> no excuses. basic game engine easy to set up. leaves time for level design, gfx and polish. may go for this one!
Type
- puzzle
- platformer
- fps
- rts
- turn based
- point & click
- racer
- beat 'em up
- sport sym
- infinite runner
- arcade
Levels
- procedurally generated
- designed
Interaction
- keys
- gamepad
- touch
- webcam
- hand
- gyro
Artwork
- 2d tiles
- 2d collisions
- 3D
- 3D voxels
For the sake of moving fast due to the hackaton time constraints (and not to diverge from the goal of implementing a game) I find it best to still to technology I know by heart.
So first choice is: browser / javascript / pixi
Then I could also benefit from fantasy console RAD tools but usage depends on game chose TIC80/PICO8 / lua or javascript
If I would go for 3D or 2D with physics or basic collisions, I'd choose