Herbie & Jamal is a co-op stealth-ish game I'm currently working on with a friend of mine, lukaserritsoe.
I'm in charge of programming and doing some of the artwork while Lukas is doing level design and artwork.
We're close to a month into development so much of the core functionality is already implemented. I'll use the next couple of posts to summarize what we have so far and will be using this thread as a devlog from now on.
The source code is available at
https://github.com/SimonLarsen/rob and criticism is very welcome, but bear in mind that we've been designing the game along the way which is reflected in the code, and thus needs some serious refactoring.
Gameplay
The basic premise of the game is that you control Herbie and Jamal, two master thieves, trying to break into office buildings and steal whatever valuable stuff they are hiding (e.g. money, gold, rare video games).
The office buildings are guarded with robots, cameras perhabs laser sensors and other stuff.
You have no means of defence and must at all cost try to remain unseen.
The protagonists
To force the players to actually cooperate the characters will have a set of different attributes/abilities.
As an example Jamal will be able to crawl vents to reach places Herbie can't (due to his huge head). Herbie on the other hand will be able to hide behind crates and stuff and are thus more suited to get places without being seen. We're still figuring out what other attributes/abilities might be.
Graphics/setting
The game features (surprise!) low res pixel art with a somewhat limited color palette. The game is set sometime around the 50's, but with robots and stuff.
Below is screenshot of the protagonists' apartment which will serve as a menu, where you will be able to select levels, change skin and music.

Here is also the current look of the skin selection screen, which is opened when a player presses the action button at a closet.

Music
We're imagining the most suited kind of music for this game is bluesy/jazzy chiptunes. Neither of us are chiptunes artists or jazz/blues musicians but I've been working on some tracks to see whether it's possible. Here are the two firsts drafts:
They are both made using
SunVox which is awesome.
Enemies
We're planning on having a number of different enemies in the game. Below is the two currently implemented as well as a security camera

They both simply patrol a predefined path, but while the left one can only look forward, the right one rotates its head to look in all four directions.
We're also planning on having some boss levels with some special enemies that are a lot smarter than the regular ones. As an example the detective one might follow the players in their footsteps and the square one will appear in the paintings placed around the level.
Below are some mockups Lukas did:
