For the last month I’ve been working on a solo game project using Gamemaker. I don’t know how to program and all attempts to learn Python or C++ alone have been, quite honestly, boring. Gamemaker provides a simple interface similar to the old Games Factory tool, but also allows scripting. So I’m learning C++ whilst being given the option of doing things the ‘easier way’. I’m loving this style of working, because I can get a simple game made in 30 minutes, and hopefully in the future I can take these skills into a pure coding environment.
At the moment my game is unnamed, but I’ll introduce the setting and such.
First we have one of our main characters:

This is Arie, he’s a simple adventurer living in a world that has returned to a basics. Long after governments fell and society crumbled, people returned to a simple way of life, not out of a desire to be closer to nature, but out of apathy and disgust. This kind of life was always thought to be idyllic, but because of resentment and hatred it just caused people to shelter away from each other. Eventually many of the advancements humans had made over history became lost and forgotten and people had no will to repair their fallen society.
Arie, and other adventurers like him take it upon themselves to traverse caverns, tombs, and other forgotten sites and gather things from when people were at their greatest, in a hope that they can convince people that there is something worth striving for. Their work is unrewarding and dangerous, and often met with a dismissive attitude.

Wanda is a small creature you free, she acts as your cursor and will help you break through blocks and hurt enemies. She resembles a spider and her role is the weaver of dreams and stories. Wanda realises that these missions always almost mean certain death for the adventurers, so promises to help you escape as a reward for freeing her. As a token of her gratitude she tells Arie that she will help him weave a great and rich history that people can be proud of, to inspire them to start over and hopefully learn from past mistakes.

Goblins and other ‘dark’ beings are the enemies of the games. With the fall of society they have been able to take their place in the world again. They inhabit the caverns and tombs, guarding human artifacts and stealing them for themselves.
Gameplay mechanics
The game is in the style of an ‘auto-runner’ but has destructible terrain in the style of Terraria. However, in the main game mode there is no building or block collecting like those sandbox games.
Arie is controlled by the keyboard, and has no weapons. This is on purpose as he is just an adventurer on a suicide mission. Wanda represents your cursor and will be able to break blocks, hurt enemies, and be the recipient of power-ups.
There will be treasure gathering, this is the core of the game. Each level will have a set number of level-specific treasure, and then generic pieces that appear across all levels. The amount of treasure you’ve gathered will affect the game. I’m hoping to put in a hub area that Wanda will change at certain percentages of completion.
The current level I’m working on is split into two levels, the easy route and the hard route. The hard route will have better treasure and ores, but will be significantly harder to keep moving through.
And of course, there will be high scores. Scores are modified by ores scattered through the level. Wanda can break ore blocks but you’ll have to physically collect the nuggets that drop (otherwise it’d be too easy ;) )
Development so far
Well, at the start this wasn’t going to be a game. I was testing methods for creating automatically scrolling terrain generation for another game I wanted to make. Here’s some screenshots of the process.

This is the very first thing I made. It’s entirely useless of course and is just a really long sprite that is spawned from a moving controller. From this I decided to play with the idea of objects you could break.

This was the very first iteration of the engine. It was incredibly inefficient since I was very new to Gamemaker and couldn’t figure out how to get multiple blocks to spawn from one control object. I had a row of over 50 controllers doing the work, which caused graphical problems. The level was also a lot deeper and I wasn’t sure of what graphical style I wanted yet.

This was the second iteration, once I’d gotten lighting working. As you can see it’s quite different! The bottom level is now lava and the map has been significantly shortened. It was still inefficient though since I still hadn’t worked out how to not use a huge amount of control objects. I still wasn’t happy with the graphical style here though.

This is the first iteration of the new engine. Controller objects were successfully reduced to a respectable 3, and I had finalised the graphics style. It’s inspired by Spelunky as I think the colours and tiles in that game lend themselves really well to a feeling of claustrophobia. That’s what I want the player to feel in this, the map itself does not move quickly, but you have to think fast and weave through tight corners. This was before I had collisions and platform movement fully figured out (you can see the legs of the old player sprite in the wall!)

Now the game is really getting somewhere :D The left graphic ended up being temporary, and is just to harm the player if they venture into it. Collisions are in thanks to a slightly tweaked Grandmas Platform Engine ( http://mattmakesgames.com) and blocks are breakable.

This is where I’m up to right now. As you can see the snake things are gone and there’s now what I dubbed a ‘Goblin War Machine’ that is imo beautifully animated ;) The war goblins will have the ability to throw terrain destroying bombs. There’s also earthquakes! And some sounds! Oooh.
So what now? Well, I have to create the tiles for the lower harder layer, as you can see it’s quite empty. Also I need to make loot icons and score. Oh and the player sprite, since I don’t think anyone wants to play as quadruple amputee faceless Super Meat Boy.
Proposed features
As with most game makers there’s a lot of things I want to put in that might be scrapped:
Treasure system (Has to be in 100%)
I’d like treasure to be divided up into different categories, so things like hats, power ups that can be enabled before the game, silly items. Hats for sure cos anyone will tell you I freaking love games with hats.
Different level types.
The plan is to definitely have a snow biome. I’d like to also include a level that is a vertical climb, and maybe one that doesn’t scroll but allows free digging for treasure. I’d also like to include a fully hard mode level.
Some sort of item crafting
This seems like a feature that ‘might not be’ but I’d like to include a level that shows your progress through the game. Starting off as a dull lifeless place and then being transformed. It’d be nice to have it as your home, where you can maybe craft potions to use that increase your health in the next playthrough.
So at the moment I’m keeping it simple, I know in theory how to add this stuff, and I’m sure there’ll be plenty of ideas down the road. Alas, I am just one person though so I have no idea how long this stuff will take. Hopefully I can work on some other mini game projects during this so I don’t get too fed up.





































