120 days? Try... 395, give or take a few..
S'a long time...
Last Ascent's first recorded (I've forgotten the first day I actually started on it) birthday's coming up.
Y'know, I didn't even realize it, up until a few days ago...
Lemme start from the beginning of this, I guess, might come out of left field, so bear with me.
See, I was watching my dad play Skryim, advancing through the Dark Brotherhood quests. When I thought about making a game about just that. Getting a contract and killing someone, all for the favor of a dark god, but randomly generated contracts and levels, with ways to kinda kill how you want.
So, I sat down to talk with one of my friends about the idea. Didn't really talk about much, before I started trying to use some old art for the project, from a plaformer rougelikeish idea. I didn't like how small it was, so I up-sized and smoothed it out. Came out quite well, if I do say so myself. I had used specifically that art because I wanted to use a character from Last Ascent as the character in the assassination game, just like I wanted to use a different one for the rougelike game.
I told my friend this, and he started asking for the stories of these characters, who they were and why they had ended up in the tower. Being a deathmatch type game, I hadn't thought of it too much. I gave him some rough details, and kinda out of nowhere, he spits a story back at me. It wasn't much, but it got me thinking... I've kept trying to use these characters for
something, why not put them back where they belong? But this time, do something different. No deathmatch, no multiplayer. Just the characters, the tower, the story, and the game.
S'all that really matters, right? The who, the where, how and why. I just have to make them entertaining.
You may have seen me trying out 3D models, looked something like this:
Well if you've been following what I've been doing in the pixel art thread, you may not be surprised to see that it will likely look something like this instead:
I'm thinking something a bit more RPG-ish, like final fantasy. But with less of a clear distinction between "exploring" and "fighting", so where you are in the world when you enter battle, could matter. Especially if there are traps around..
I'd post more but the text editor here seems to be lagging a bit with how long it is now.
(In viewing the preview for this post, it's weird seeing the 3D wanderer s close to the 2D one...)