I've known of TIG for quite some time now, and it's almost sad how long it's taken me to begin a devlog for this project on here, so I figured I'd finally start one up.
BACKGROUNDBreeze in the Clouds' development began around the end of 2011 originally as a 3D platformer with not much behind it, design-wise. I was relatively new to development during that time, outside of some general knowledge of Game Maker, and a year or so experience in Unity. I kept that going for a year or two, ran a considerably empty and embarrassing Kickstarter, and decided ultimately that 3D wasn't the way to go for this project (as well as learning a bit of the struggle of asset creation when you're rather new to 3D art and not having much of a viable budget)
SWITCHING THINGS UPFeb 2014: I decided to switch to a 2D focus. Surprisingly, I got some rather positive feedback from talking about what changes that could bring to the game, but at the same time, that kind of sent me back to the drawing board when it came to what the game would be about.
There was already a rather outlined world, lore, character design sets and general design elements, but the gameplay, of course, would need to be altered completely, and assets were at that point would need to now be transitioned to 2D.
Most of my Late 2014-Early 2016 were spent working on other projects, moving to a different state, and getting acclimated with changes in my job. (I also released an app called Calcusaurus during that time with my programming partner).
I was eager to get working on Breeze again, so I started reaching out to 2D artists to help out on the animation and art direction side. I’ve been writing many of the core systems for the game over the last few months, and prototyping to test out some ideas.
SO WHAT'S THE GAME NOW?Okay, fine
Breeze in the Clouds is an action RPG about a Corgi named Breeze that ends up in the weather realm during a time of crisis and ultimately becomes involved with restoring it.
Many of the characters that join you are entities of weather that work on keep things in the sky functions going.
I’m going for an open RPG structure with influences from Mario & Luigi, Mother 3, and some more traditional RPGs for combat, as well as some metroidvanian influences for game worlds.
Can't wait to post more progress on this project as I begin to prep some screenshots of development, etc.