Hi people!
For the past 3 years or so I've been working on a game called Rooh. I've been making test-engines and planning and just started to put it all together.
I'm a programmer and a musician, and now I'm looking for a devoted graphics artist to become the second half of my so far one man strong game-dev team.
To match the rest of the game and my style i prefer non-pixel-art graphic, but besides that I'm open to most styles and ideas.
Since I'm doing this on my spare time, I can't offer any payment now. But if this turns into a more long term cooperation and we start selling games we will of course share the money.
Here's a link to a little demo of the engine I'm working on for Rooh. Nothing fancy yet, but at least it's something.
Dropbox or
MediafireThe game is going to be an exploration adventure game with a bunch of interesting twists. If you wan't to know more, paste this into a notepad or something. Hrm..
As i said earier the game is a 2D adventure game with focus on exploration. The goal of the story is finding out who you are, where you come from and what "Rooh" is. You will explore the world by finding new spells and weapons wich all have different purposes and uses.
One of the ways in wich this game will be different from many other games is that I'll try to step away from things that is traditionally associated with computer games. Here's a few examples:
- you won't get XP and level up in rough steps, instead you will gradually get better on what you're doing (for example if you use a specific spell a lot the power will increase a little bit every time you use it in a way that you barely notice).
-When you kill an enemy it won't randomly drop money or other wierd stuff.
-There will be a nice day/night cycle. And not only that, there will be a month/year cycle as well. That means that the seasons will be changeing with different weather on different times of the year. You'll also be able to meet people who tells you stuff like "Meet me back here in exactly a year", there can be enemies like a wherewolf who only comes out at full moon etc.
-When you talk to people, most games just let you listen to what people say. Some games are a bit better by letting you choose from different alternatives (monkey island etc.). In Rooh you talk to people by typing keywords. For example Hi, hello, hey etc. just starts a conversation. Then someone might say "go talk to the pirate king and ask him about the secret cave". Then you go to the pirate and type in "secret cave". Through the story you learn that you for some reason don't speak the language spoken by the rest of the people (part of the mystery of figuring out who you are), so it makes perfect sense that you can speak only by repeating the few words you pick up during your journey.
-The levels will be layed out on a map as paths you can walk both ways (unlike for example mario 3 where the levels are dots between paths). That means that if you want to get back to a place you've been before you'll have to walk back the way you came or find another road back to that place. Every time you get to a place where you have multiple paths to choose from you can bring up the map and pick wich one to take. Here's a rough and extremely ugly example of how it's going to work [link]
- You won't save your game in the traditional manner. Since you can't "save" in the real world I had to come up with a better solusion, so i came up with this: In the game you'll have to sleep once in a while. Preverabely every night, but if you stay up more then lets say 24 hours you will start getting tired. you'll move slower, jump lower etc. So then you'll need to find a place to sleep, and that can be anywhere completely out of danger. When you sleep a few in-game hours pass, and you wake up ready to move on. Now, every time you get killed the screen turns black and you wake up thinking "oh, it was just a nightmare".
I'm also working on an AI system that will be extremely flexible and powerful. I've searched for 2D platformers with good AI, but so far I've found none as powerful as this one will be. Basically every enemy will be able to find the best way to get from one place to another just as quickly and smoothly as you could do it. With that i can create behavior patterns where for example the enemie comes looking for you if you make too much noise, calls for backup from other enemies nearby when they see you, returns to their shelter when it turns dark and so on. With this kind of AI a boss doesn't have to be huge and shoot projectiles covering half the screen to be a challange. A small enemy with no more powers then you could be a huge challange if it's just as smart as you are.
I could go on forever. Have you tried the little engine thing yet? Also, If you're interested, here's some examples of my
musicHope you're interested!
Jonatan