Every game has a journey from start to finish, we thought ours was special enough to share with the world as well! Our game, Sky Tourist is still in development and is getting closer to completion, but we still want to start from the beginning with our story.
It started with a mechanic idea from one of us (Zoli), and it elaborated as we started to get art behind the idea. The mechanic was simple: to use your thumbs to guide a character, which flies about like a pendant on a necklace, around the screen through a series of puzzles. Looking back on the first mock-up of the game brings back many memories, not all of which can be discussed at the moment due to time constraints.
When we first started with what we now call Sky Tourist, it began in a more confined / aggressive world that you can see above, with hostile creatures and unforgiving obstacles.
This was a result of 2 different styles on the team. First of which was the designer of the game, Zoli and the artist, David. Zoli had created quite a number of mechanics / puzzles even in the pre-production of the game. He was constantly playing with different ideas, many of which were quite hostile to encompass the challenging environment he was creating.
Davidís style, on the other hand, was one that conflicted with such a world, as some might notice by looking at the image above. The minimalistic style he chose took a more kind approach to the background story, as well as some of the mechanics (which we will talk about at a later time). Eventually, there was a happy medium found between the two. One that David enjoyed working with and that Zoli could utilize his puzzles in. The style was something that David pushed for from the beginning of his involvement. He wanted to avoid bloodiness of any sort as well as any unneeded aggression.
After a few iterations, the next visualization of the game that was agreed upon by everyone looked something like this. It created a more appealing environment to a wider variety of people, but still allowed for the challenges that Zoli had in mind.
One big change that is present between the two is switching of vehicles that propelled the playerís character. The original wheels attached to the rope constricted us within interior environments, and because of the new direction the game was taking, it made more sense to be outside. Obviously, floating wheels did not make much sense, so we went the more silly route and attached them to rockets, which are still present in the current version.
Another change that can be seen is the coins from the first image. It was still something that we wanted to use as a mechanic to reward / influence the player, but they seemed to lack any character. They were also changed to something more indicative of the environment around it, hopefully for the better!
This is what we can share for now because we are quite busy making the game as well as doing our other jobs. There will be a lot more to come!