Man... when I started my project I really had no idea how many copies I'd eventually sell. I was just thrilled to be making a game, I had no intention to actually make a living doing so.
Today Dust: An Elysian Tail surpassed one million units sold across XBLA, Steam, GOG, and Humble Bundle. I don't think I'm allowed to think of it as a niche title anymore. Thanks to everyone for their support! And I hope it gives some hope to my fellow developers. Make something cool!
Congratulations, Noogie! It's nice to see Dust become successful, I may not be as absurdly multi-talented as you are, but I want to create something great as well, and you're one hell of an inspiration, mate.
Anyhow. While I'm learning Java (and very soon, likely Unity) at uni (though I am more of a design/storywriter guy than a programmer, I think, I'm not too shabby at it, I guess), my main development tool at the moment is Construct 2. To be frank, I think the info on C2 in the OP is hilariously out of date, and its 'bugginess' is rather exaggerated. If you want to see buggy, look no further than Construct Classic, which had a rather unstable foundation, and could seriously be a buggy piece of shit. C2, on the other hand, is fairly stable, and Scirra is doing an admirable job for 2-man company with only one person actually doing the programming - it's more stable than some programs made by companies with actual bug-testing departments. They could do with having a few more programmers on-board at least, though, perhaps. But C2 has become a fairly mature program with a flexible toolset, and as far as non-scripting game makers go, it excels above the rest, and even exceeds some scripting-based programs (Game Maker has an abysmal toolset, good grief).
As for what I'm actually doing with it, well, that's the interesting part - I haven't really started with an original indie game (though I do have concepts), but rather I'm building a platforming engine in C2 that allows multiplayer capabilities, so multiple players can control multiple characters using the same basic movement system, even multiples of the same character, and even AI control. Partly to facilitate this, I've been developing a fan-game in tandem, based around the Digimon Battle Spirit games, which I call "Digimon: Heroic Battle Spirit",
which was showcased at the Sonic Amateur Games Expo very recently (yes, I am aware of the irony of submitting a Digimon fangame to an online expo focused around Sonic the Hedgehog, but it's not like there's anything else like that out there). Oh, and the game itself has a playable demo, so if you want to try it out, go nuts.
Battle Spirit was a good fit, because, as Smash Bros. inspired fighter with simple mechanics, I could test multiplayer, but also gave me room to work on a metroidvania-like singleplayer mode. And, in addition, it enabled me to experiment with mechanics I intend to use in my more original concepts. For starters... You see, I'm someone who would rather use as few cutscenes as possible when conveying a game's narrative - they have their uses in very specific circumstances, but for the most part, I find it bizarre that the vast majority of games rely on a non-interactive form of storytelling (and then there's the cases where the game is just one big cutscene with quick-time-events). Half-Life 2's method of never taking control away from the player was a step in the right direction, but people inevitably complained that they didn't want to be stuck in a room while the NPCs did stuff without your input. The inevitable solution is to actually give the player some input during narrative-driven sequences.
I also had another thought - dialogue menus are nice, but why do we have to stand around doing absolutely nothing else while talking? Usually while performing near-constant eye contact? Nearly every game with a dialogue menu that I can remember is tremendously guilty of this. Can't we have conversations while doing something as simple as walking, or even during a pitched battle? Well, I decided that the dialogue menu should have its own dedicated button. And in HBS, it does.
Am I seriously the only person to actually consider using a system like this? I'm very disappointed in all of you
As you can see, I used speech bubbles to accommodate real-time dialogue, which would normally be otherwise done in speech windows. Very much Starbound-inspired. Stuff such as speech from characters who are way off-screen or narration is placed at the top of the screen in the middle of the HUD for easy reading, and scales accordingly with the screen. There's also a customizable slow-down feature for when the menu is open, the player can choose to have no slowdown, completely freeze the game, or somewhere in-between. Oh, and there's a 'look' command, ala classic adventure games. You can't really access it with a controller, unfortunately, due to the button limit, not that I really plan to build my games primarily around controllers, anyhow, except maybe the Steam Controller. There's three slot layers, but the inner layers, I think, are best suited to a generic set of actions, sort of like the poses in Dark Souls, but they can actually either supplement dialogue choices or act as responses in a dialogue, and thus cause reactions in NPCs. Well, that's the idea, I think. But, yeah, the dialogue menu system works fine in the demo, you can basically yell at nothing and get silence in response, and have a chat with Devimon while exploring the castle or while
actually fighting him.
Yes, there's something of a 'fog of war' system for exploration, rooms are only revealed as you enter them, and become hazy when you leave. It creates a neat sense of foreboding while also getting around the fact that I can't really limit the camera to specific rooms with my current setup at the moment, though that does have its perks, including enabling the player to set the camera zoom level at any time, which is nice. I like to give players options when I can.
So far, I'm mainly using assets from existing games and open-source assets, which does kinda result in some art style dissonance in the demo, but it can't be helped, I'm no artist, haha. So, yeah, I'm currently hoping to run into an artist willing to help me out, both for the fangame and for my more original ideas - in terms of character animation, I'm looking at
Spriter, mainly because it has an existing C2 plugin (Spine doesn't, and it doesn't look like that's changing anytime soon, and it's too expensive, anyway, while Spriter's pro edition is $25, plus I happen to know Spriter's programmer, Lucid, as a fellow avid Construct user), and for practical reasons (ease of iteration and animation compared to traditional methods, RAM usage), and some really cool features (character customization and skinning, hitboxes, action points, custom variables for animations, etc).
But for now, I'm mainly working on improving the engine and implementing new features.
Such as, say, a platformer pathfinder AI, using a combination of C2's platformer behavior and its A*-based pathfinder behavior. It's fairly simple, but it works perfectly in the vast majority of cases, and I think it'll be sweet for, say, NPCs actively wandering the world. I'll need objects to act as custom 'nodes', obviously, but that's a given for the most part.
The two main ideas I have in mind for my original stuff, which I'll likely start prototyping fairly soon... The first is a metroidvania-like game with inspiration from Rogue Legacy, Infinity Blade (and The Dark Meadow, too), Dark Souls (yeah, I know, old hat by now), among others, and a mixture of some of their mechanics, with the previously-explained narrative and exploration mechanics, and a cast of characters on two or three opposing factions who you can potentially side with, and, possibly, with each playthrough, a mostly random set of characters that are still alive by the time the player character shows up.
The second idea is a platform-based tower defense game. Which, thinking about now, would probably be much simpler to implement.
tl;dr: I've got some interesting ideas, and I've been working on an engine in Construct 2 to build those ideas around. And a fangame to go with it. So, yeah.