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« on: May 06, 2010, 04:34:53 PM » |
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I'm making a platformer game name Descended. It's monochromatic - black and magenta. It's a simple 20x14 tile grid onscreen with a 320x240 resolution. The bottom 16 pixels are reserved for text and dialog placement.
The game has no enemies, the focus is on atmosphere, exploration, and complex problem-solving. The game is saved automatically when you hit a checkpoint.
The game has two primary mechanics that make this possible. First, the player is able to pick up powerups that give them an ability. The player can have only one powerup at a time, picking up a different one than is currently held will override the old ability. When the player perishes from an obstacle, they have a certain number of retries. They'll start at the last checkpoint reached. If they have any retries left, they have the option of keeping the powerup they had when they died. The player gains retries by getting powerups. Every time a new one is obtained, the player gains one retry, but the player can have a maximum of 20 at a time.
The other ability is not gained until about midway through the game. It allows you to teleport to the last place you used it. You go to an obstacle that requires use of a certain powerup, but immediately after it is another, different, type of obstacle. So you teleport back before the first obstacle, find the powerup needed, and teleport back. You get past that obstacle and find you need yet another powerup to bypass the next obstacle. You teleport back and get the powerup you need. You hit the next checkpoint. Whever you hit any checkpoint, that checkpoint becomes the location of both your teleportation spots. It sounds odd in explanation, but it works great in my head.
The game will feature your character, named Lady. You begin the game with the words on the bottom of the screen reading, "Use the left and right arrows to move." You do just a bit of exploration and "Press up to jump" replaces the previous text. Dialog along these lines will follow. "Welcome to the Labyrinth." .. "My name is Djista -- this is a mixture of the words Djinn and Dystopia -- and I'll be your guide." .. "What's your name?" .. "I'll call you Lady. It's easy to remember." .. "Were you a bad person? Only bad people come here." .. "But they're gone now." As you can see, Djista isn't exactly friendly, but her dialog will be the only contact you have with anything. You eventually discover that she's only guiding you deeper into the labyrinth, and has nothing in mind aside from an untimely demise. You stumble upon the teleporter-thing after some time. The sooner you reject Djista's guidance, the sooner you'll find it. Then you'll use it to get back to where you started the game at, and navigate a path that was previously inaccessible. At this point all of Djista's speech will be little more than blind rage and babbling. Then you'll finally make it out of labyrinth and onto the surface of whereever it is you've been. You'll destroy Djista in something like a boss fight, but then you'll discover that there's no way out from here (or anyplace). The next time you die you will not be able to respawn normally. Instead you'll become a ghostlike figure, and this is where the third portion of the game starts.
As a ghost, you will not die and you will be able to fly freely. You won't be able to nab powerups any longer. This flying will make paths that previously appeared purely cosmetic or were simply out of reach regardless of the powerups you used to become navigable. In them you'll fight a handful of bosses (though as a ghost you will be invincible against them) and when the last is defeated, the Labyrinth will collapse and you'll finally be actually free.
Thoughts? Comments? Suggestions? The game engine is currently approaching completion.
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