So, I figure that if I start talking about the game I am making during streams, I might as well start a thread similar to Belannaer's to start showing what I am doing. So here is what I have gotten together in the past couple weeks!
I'm working on a 2D top down shooter. I've decided to start off using Gamemaker (the same engine used to make Hotline Miami, Spelunky, and Risk of Rain). I'm trying to focus on a genre that doesn't really get much love: investigation with a noir influence. I looked at Noir Syndrome and while it is interesting, it didn't capture the same feel I am going for and LA Noire, while a good noire story, also didn't have the same feel.
This is also my first game project, though not my first foray into coding, with the only thing publicly available (and the only thing that is any good) being a mod I made for minecraft.
So, here are some screenshots and a couple things I have gotten working and am still working on. All of these are placeholder graphics created in a couple minutes by the way, they are not final in any way (and gamemaker has started adding support for vector graphics, so if they get more than swf support, I will be moving to vector graphics).
This Just shows a bit of the basic (cheaty) lighting system I have in place right now. Red are enemies, the player is the grey one. I'm playing around with a few different options for the lighting. I kind of like the idea of not being able to see into closed rooms, with the ability to look through a door before entering for a limited view. Also considering creating a shader to be able to do a little bit more with lighting...but that would require teaching myself OpenGL (and I'm currently teaching myself C++).
What kind of investigation game would it be without having clues? I plan on making the clues a way of learning more about the mobsters you face and building on the story without being an essential part of the game so people who want to just murder their way through are able to (though wouldn't mob bosses increase their security if they keep hearing other bosses are being murdered?). Double cursor there (only one is active)...
Shaded green to show they are the boss for testing. Just needed another color. You can shoot the boss if you want to, but there will be other ways of dealing with them.
The start of the dialogue system I got into place today (the people look blurry because they are scaled up sprites). Reads strings from a text file and draws them to the screen. No way to select the options currently though and I need to do quite a bit more work to get it working on any useable level. The dialogue pops up when you get close enough to the boss. I really want to have a branching dialogue system but that may not be possible for my first game. It's quite a bit of work to get set up, though I have started looking into it and may be able to have something passable after a month or so of researching and working. If not, I may just have a simple "kill, let go, or arrest" choice system with a chance to talk the boss down if you choose arrest.
I've been having a lot of fun working on this for the past couple weeks. It's good to have something while I am between jobs. Hopefully I can continue developing it when I start work again in the fall. I also do have more features and mechanics planned (and actually working) than I have shown here. I also made a test game before this that has some more features that I am still adding (e.g. better AI that will search for the player if you break LOS rather than stopping dead).