Most recent video:
http://www.youtube.com/watch?v=j734Q4cjC1Q&feature=youtu.beWell I have been lurking here long enough, I think it is time to finally put down the compiler for a moment and start the devlog for my current/first project:
ConceptOn the most basic level, Crescent is a mashup of Pokemon and Asteroids. Crystals of varying colors are released by blowing up asteroids. The player then uses those crystals to unlock more playable creatures, or level up the creatures they already have access to.
CrystalsMost of Crescent's game-play revolves around crystals. Players collect these by blasting asteroids and flying over them if they appear. They are central to the mechanics of the game, and act as currency, exp, score, and player health. They come in six colors: Green, yellow, orange, red, purple and blue; Each corresponding to a different "sector" of the nebula that the game takes place in. The most immediate benefit of collecting a crystal is that it heals the creature if they share a color. Secondly, the collected crystal's value is added to the player's score which can then spent on a variety of things.
CreaturesWhere other 2d space shooters have the player piloting ships, in Crescent they command giant space dwelling animals! Throughout the game, the player will encounter various creatures which they can then unlock with crystal points once they have defeated that creature a requisite number of times. Common creatures might take a few hundred kills before they can be unlocked while rare creatures might only require a single defeat before becoming available.
PowersEach creature has a list of powers that unlock as the creature is enhanced by the player. Some creatures are able to use the powers of others once they have been unlocked, so it encourages players to upgrade each creature they find even if they don't plan on using it. Once unlocked the ability can be mapped to one of five button slots, giving the player control over how their creature plays.
Powers also act as equipment of sorts, and provide passive bonuses just for being assigned to a button. (Adding a special dash might increase the creature's base speed for example) This allows players to customize their creatures as they progress, and mix and match as they experiment with what best fits their play style.
Creature HealthEach creature is associated with at least one color, and is healed whenever a crystal of that color is acquired. However creatures of the same color share a health bar, so if one bar runs out the player will have to switch to a creature that feeds off a different type of crystal. This causes Crescent to feature a "six tier health bar" which is always visible regardless of what color creature is currently being controlled. Some creatures have multiple colors, meaning they take damage twice as fast! This isn't entirely a bad thing, as creatures gain bonus crystal points when they gather a crystal that shares one of their colors.
The NebulaThe game takes place in a vibrant, life-filled nebula that happens to be in the shape of a crescent. The nebula is made up of six distinct sectors, each associated with a different crystal color. Asteroids within a sector are more likely to contain crystals of that sector's color, making creatures more powerful when they are in their own habitat.
Well that about wraps up the
concepts of the game. Please stay tuned for more dev-loggish updates, and let me know what you think as the project progresses!