A game in development by
Sean Hogan
Jonathan Kittaka
Who last collaborated on Anodyne.I think it's best to explain from different perspectives and then combine them - a lot of this explanation will be unnecessary once we have some sort of demo/trailer/pics, but for the time being it'll be a lot of words.
MechanicsA sidescrolling adventure, where health has been modified to be a sliding scale between two energy types, and the only item is a shield which points in four directions. Reaching 100% of either energy type causes you to die in an amount of time unless you get the other energy, so the areas are designed around this idea of balancing the two types in a platforming context (there is wall jumping). There are no other items or upgrades, but there are some forms of collectibles/hidden thingies (not for story progression).
The game pacing/structure is similar to Anodyne, but broader at each stage, i.e., linear for a little bit, and then there is some freedom at what to do next, story event, opens up some more places, revisit some place,. I don't plan on having collectibles needed to finish the game.
Gameplay takes place in three worlds - a large fantasy reoccurring-dream-world, "real life", and then daydreams/thoughts of the real-life protagonist. The "dream" and "daydreams" have the same gameplay, just level design will be a bit different. Real life is just walking about places for context on the main character/daydream/thoughts sequences. The perspective is all sidescroll except for the world map in the dream.
The gameplay consists of moving about interconnected sidescrolling areas with aforementioned mechanics. Between these sets of interconnected areas is a world map (similar to Golden Sun) used to help us make smoother transitions between the differences in visuals/etc, give a sense of scale, etc.
StoryI'm going to be vague to not ruin too much.
It follows the events of "real-life" character Even, and her reoccuring dream world of (unnamed), a woman who works on maintaining power plants around her world which help to power her town.
Stuff happens to Even and the dream character.
At some level of abstraction even's events influence the ideas from the dream world.
art/musicwhatever it takes to convey the feel we want. HAHAHAH VAGUE oaky
we'll let the music/art speak for itself later through relative media or a demo. No art yet, a little music start (see my tindeck or soundcloud).
It'll probably be late-SNES era in terms of general aesthetic feel.
okthat's the idea. Jon and I have a lot figured out on the world, little details we probably won't explicitly say but are necessary for working on levels and the story. I've been working on the engine stuff, game entities as needed, as well as working on designing some levels. did a little music so far. jon will be ablet os tart working more once he graduates in a few weeks (I'll be graduating too).
our roles are prettty much the same as anodyne, but jon has been helping more with game design/story (where as more of that was in place with anodyne when Jon joined).
out side of the game, it will be moddable for making user-created quests, stuff I'm not sure about is cutscene support - other stuff - tilesets, areas, dialogue,e tc is supported. So maybe sorta like knytt stories in that respect, but the primary focus is still the main game. game should be relatively able to be easily localized as i've programmed it so far.
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platforms : windows. probably mac/linux if i can compile on them.
WHAT ARE YOU USING: in-house editor, HaXe Flixel, flashdevelop, REAPER, photoshop, GIMP, graphicsgale