A while ago I said I was gonna work on a few prototypes first before announcing my next project. Well, here it is (or at least one of them): Gridblaster II! The game concept is similar to the first Gridblaster, but this one will have more variation and be much bigger. The first Gridblaster was more or less a clone of the C64 game Crossfire. Also, it was the first game I made with Torque Game Builder. Everything was very new to me and I had to experiment a lot. This, however, won’t be another clone!
When I talked about “prototyping” earlier, this is what I meant. When I got started on the game, I used all dummy graphics. In fact, I didn’t even have the slightest clue about what everything was gonna look like. By using dummy graphics I could focus better on coding. I’ll continue using lots of dummy graphics for a while; only the most important objects will get complete graphics for now. I’m working on some cool graphics as well already, but they won’t show up for now.

So what will be new in the sequel? Quite a lot! Instead of a simple grid layout, the levels will be real mazes, complete with dead ends and junctions. It will also be bigger, spanning multiple screens. The player and enemies will spawn from bunkers within the maze, not starting positions outside the maze. I’m also gonna use a savegame system and player statistics, wich will be a first for me. And the weapons will be completely different. In the first Gridblaster, you fired plasma balls. In this game, the player will be a tank with a rotating turret, a cannon and rocket launchers. Ammo won’t be infinite; to reload, there will be ammo stations at various locations throughout the maze.
A bit of explanation about what you see in the über-ugly screenshot. The gray squares are the building blocks of the maze; you can clearly see it will have a tile-based setup. In the middle of the screen is the player. It’s already got wheels that turn in the correct direction and a rotating turret. The red thingies with the green doors are the enemy spawners; enemies come out of these things. For now, this enemy is a yellow circle. It doesn’t fire or take hits yet, I’m focusing on the navigation right now. The green cross-shaped thing in the upper right corner is an element of the user interface. It doesn’t do anything, I just put it there to check if it adapts properly to different screen resolutions and aspect ratios. The blue bar on top, finally, is the debug bar, a feature in TGB. Don’t pay any attention to that.
As with my previous games, I will do regular updates about the progress. Right now I’m focusing purely on code and doing some draft graphics. I’m not gonna go ahead and promise a release date already since I probably won’t be able to keep my promise anyway. By the way, I also found a great code editor today, so expect a review about that in a few days.