I said I wanted to post 4 times every month this year and for the first two months I did a good job, but I haven’t posted since then so I have fallen a bit behind. I didn’t do it intentionally, it just kinda happened. The problem is that this is mostly a development blog and I haven’t really been developing anything so I don’t have anything to talk about. I know I previously mentioned a new project that I started, but my motivation quickly died on that project. After about a month and a half break I am rejuvenated and ready to start working on it again. I’m also going to go into some more details here and post some screenshots.
Introducing…. InfiniteArena, or at least that is a work in progress name that I am giving it. It’s kinda of mix of several different elements. It is primarily a dual stick shooter with many roguelike elements mixed in. Basically the game is a series of randomly generated rooms that must be cleared to advance. The player will navigate from room to room (clearing each one as he goes) trying to find which one contains a staircase to a deeper dungeon level, with each level getting progressively more difficult. Along the way the player will gain experience and be rewarded with all kinds of loot to boost his survivability. The game has a pretty simple dynamic, there are two resources, health and ammo, and if you run out of either you’re screwed (dead). The point of the game is to see how far you can progress into the dungeon and to get very far you are going to have to manage your resources well. This can be accomplished by your choice of weapons, style of play, skill level, and probably most importantly luck. The game is meant to be fast paced, somewhat frustrating, and slightly addictive. Another huge feature that will be supported will be the up to 4 player local multiplayer. If the game ends up being similar to what it I intend, then it will be a blast to roll through the dungeon minions with some friends and see how far into its eternal depths you can make it.
I worked on it for about a month before I decided to take a break and here are the results of that work. I have a lot of the basic system design complete, the main UI designed and mostly coded, and all major game play elements planned. Here is a view of what the current build looks like.

This screenshot shows a typical room with a few remaining enemies. You can also see the player panels on the left (there is only one player, so I should really only display one, but I draw them all currently). They give an indication of the players health, ammo, experience, and current charge of their special power. Here is a mockup of the weapon inventory panel.

A series of panels similar to this will popup for all players after a room has been cleared allowing them to view, equip, and scrap their loot in preparation for the next room.