
Hello everyone. I've mentioned this in passing in IRC, and since the winter semester is starting soon, I figured it would be best to make a topic about this now.
I am making a Lemmings-like game for my final college project!

The name of the game is Tech Mechs! (tentatively) The game follows the adventures of the Tech Mechs: intergalactic explorers who need your help reaching the end of these planetary obstacles! It plays like Lemmings: the Tech Mechs come out of their base and need to reach their rocketship to blast to another planet. They wander around aimlessly, and you give them the tools they need to succeed.
How will this be different from Lemmings?Although this game will draw many inspirations from Lemmings, there will be many differences.
First, I want it to be more contained than what we currently have. Ideally, I'd like this game to allow for playing packs/levels, creating levels/packs, creating/modifying graphics sets, and sharing your levels all in the same program. I feel like this will give users a much better, more intuitive, and simpler experience than what we have for NeoLemmix. (Lix does a pretty good job on doing this)
Not only that, but I'd also like to incorporate multiplayer into the game. Not competitive multiplayer like Lix, but cooperative multiplayer, allowing for highly complex puzzles requiring multiple people with different skills working together to solve. Each player would have their own Tech Mechs that only they can assign skills to, as well as a different skillset from the other player(s) and a different entrance. All players would share the same exit though. The idea of multiplayer is to encourage people to cooperate and solve puzzles together.

I also think having a level/graphic set database would be really cool, so people could design levels and new graphic sets, post them online, and have other people easily find them, similar to Super Mario Maker. This would negate the need to manually send packs online like we do on the forums, but would also be very complicated!
Finally, a lot of the skills will be different from the ones in Lemmings and Lix. A few skills I feel would have to be brought over from Lemmings, because they are so indispensable.
What will the final product be?My final project for school will be a beta version of this game. Hopefully, most of the features will be completed in a rather crude manner, and I'd still need to polish it a lot and incorporate new features into it.
When the game is finished, I'd like to sell it on Steam, provided I think it is high-quality enough. The game would ideally attract both the people who grew up with and loved Lemmings, as well as introduce new players to the genre!
Will every level be outer space themed?Absolutely not. Like Lemmings, this game will have graphic sets. I consider each graphic set to represent a different planet or celestial body. There might be a planet full of huge trees, a planet with red rocks everywhere, or even a planet with giant video game cartridges everywhere! The possibilities are endless, and are no different than Lemmings graphic sets; the ones I create initially may be more space-themed, but that's mostly just to give my game a "theme" for my project evaluators.
What tool/skills will be in the game to assign to Tech Mechs?I don't have the list finalized by any means, but I'd personally like to incorporate the following skills:
BuilderYeah, this is one of those skills that really cannot be missing from the game, due to its immense flexibility, power, and overall indispensability in solving puzzles. This will function more or less identically to its Lemmings counterpart.
DrillerMake no mistake, this skill is a basher, with its horizontal terrain destruction, but this one will quickly and smoothly carve its way through walls, more similar to the shoveler in Lix.
JackhammerIt's the digger, digging straight down until there is no longer terrain under you.
MinerYou know what this does. I may rename it if I can think of a more futuristic thing to accomplish the same task.
Land mineAn interesting take on the bomber. Using this causes the Tech Mech to place a bomb on the ground and continue walking. The bomb blows up a few seconds later taking the nearby terrain with it. This way, it combines the best of both timed and instant bombers!
Caution signAn alternative to the blocker. This causes a Tech Mech to place a sign right in front of him. Any Tech Mech who reaches the sign will see it says Caution, and will turn around. If you destroy the Terrain under the sign, it will fall down, and Tech Mechs won't be affected by it.
Grappling hookLike the roper from Lemmings 2, using this allows a Tech Mech to shoot a grappling hook in a direction of your choice, creating a straight line from where they are standing to the first terrain it touches. The game will pause until you select where you want to shoot it, and the range of the grappling hook should be marked by a circle. A much quicker and less tedious alternative to builders.
Laser blasterDon't get nervous, this tool improves on the Lemmings 2 version by allowing you to shoot it straight up, left, or right. The laser blaster shoots through a single piece of terrain, ending if it breaks though, reaches the border of the level, or hits steel. Like the grappling hook, the game pauses until you choose a direction to shoot. This will allow you to destroy terrain at a distance, and quickly enough that Tech Mechs won't turn around in the tunnel while you're destroying it.
Hover bootsFunctions like the floater, slowing a Tech Mech's descent twice as much saving them from fatal falls.
Energy joltUsing this on a Tech Mech energizes them, making them move and perform skills twice as fast!
Anti-gravity bootsSomething I've wanted in Lemmings for a long, long time. This reverses gravity for a Tech Mech, making them walk on the ceilings and perform tasks upside-down, allowing for tons of more puzzle potential! Using another pair of anti-gravity boots brings them back to regular gravity.
TimefreezeUse this on a Tech Mech to freeze them in timespace. They stop WHATEVER they're doing until you click on them again.
Magnet bootsLets Tech Mechs walk up walls, but not ceilings. (Anti-gravity boots are for putting Tech Mechs on the ceiling) Skills can be assigned to them while they are walking up walls.
Right now, I don't have all of the programming knowledge to implement all of this, specifically the wireless multiplayer and database for level/graphic set creation. My professor has suggested using a Restful API for making the server for multiplayer or even trying to make a serverless cloud for multiplayer, but I have no clue how to do either of those things. If anyone has worked with those or has alternative suggestions for how to send data across computers on different networks, than please let me know! Also, let me know what you think and if you have questions/suggestions!