Vapor Warehouse - Game Idea
I have been struggling to find a new project to work on. Not that I don't have ideas; quite the opposite. But all of the ideas in my mind compete for my attention based on my whims. Some days I want to follow my heart: work on a 3D, first-person, cooperative game like Lethal Company because I know I would enjoy it with my friends even before it's finished. Other days (even other moments of the same day) I want to create something more achievable. Something that either utilizes my current skills or gives me opportunity to test new skills.
I've realized that I should just work on Vapor Warehouse. It's a simple project with a clear vision, aesthetic, and theme. Moreover, I've come to realize that I could create small programs and games within Vapor Warehouse to test my programming skills. It would fit perfectly into the premise of the game: recreating old vaporware technologies.
These miscellaneous projects can be anything: shader demos written in Godot's version of GLSL; renders of 3D scenes; finished 2D artworks; small animations; heavily processed reference videos (my original idea for the game, which would show some 80s anime heavily filtered); simple VFX demos; ASCII games; pixel art games; calculators and other utility programs; and so many more possibilities.
Mechanics
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Open boxes to get pseudo-random components (3D components with 2D icons)
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Drag components into inventory
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Sort & categorize inventory (manually and automatically)
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Drag components into 3D viewports
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Build devices in a dedicated, central 3D viewport
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Boot up devices in a dedicated, right 2D viewport
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Test devices (showcase a simple boot up simulation)
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Run devices (showcase one unique feature)
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Shader showcase
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Processed media under fair-use
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2D art showcase
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3D art showcase
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Small games (ASCII, ANSI, pixel)
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Sell parts and devices to meet company quota
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Receive messages from NPCs in a right side window
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Manipulate adjustable windows (2D & 3D)
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Work under a daily time constraint which defines a clear start and end of day. Total of 14 days.
My Skills Needed For the Mechanics
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Programming
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Data Structures & Algorithms (for inventory & sorting)
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Custom Input Mapping
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Entity-Component-System (ECS)
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Modular Coding Practices
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Drag & Drop implementation
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User Interface (UI) & User Experience (UX)
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Godot Control Nodes
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Godot Responsiveness
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Godot Custom UI Elements
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Visual/auditory feedback for user actions
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Resizable panels
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Managing multiple sub viewports
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3D & 2D
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3D hard surface modeling
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3D PSx texturing
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2D icon design
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2D sprite animation
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Graphics Programming
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Godot Shader Language
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GLSL Basics
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Post-Processing effects in Godot
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Toon shader (rework)
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2D VFX
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3D VFX
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Gameplay Systems
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Inventory Systems
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Data Management
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Sorting & Filtering Algorithms
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Randomization & Loot Systems
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Pseudo-randomness
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Probability & Rarity tiers
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Building System
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Defining a base focus (chassis)
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Snap to isometric grid
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Floating components
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Component interaction logic (how parts can/cannot connect with each other)
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Economy Systems
- Handling sale value of components in isolation versus components in a functional device
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Time Management
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Game clock
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Event Scheduling
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NPC Interaction
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Message handling in UI
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Reactive dialogue system
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Mini-games
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Retro Game Design
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ASCII/ANSI Graphics
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Pixel Art Graphics
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Game-within-a-game architecture
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Media Processing
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Audio/Video Playback with modular effects
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Fair Use understanding
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Audio
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Event triggers
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90s era audio design
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Debugging
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Standard error handling practices
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Logger system integrated into debug build
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Unit testing
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2024 astrobeef