@DevWithoutACrew:Thanks!
@thecolonygame:Thank you! Your game looks interesting!
@QOG:Thanks! and no, but their fur is supposed to be a kind of mix between down-feather and bristly quills. So a little bird-like!
@nnyei: Oh, man! that's awesome! It's super sweet to see people interested in the process.
@markefus: Thanks! I spend a lot of time thinking about them haha.
@teslaV:Thank you!
@MurmuringDepths: Thanks, good colors are super important to me!
@M4uesviecr: Thanks a lot man! learning programming felt like slamming my head up against a brick wall for awhile at the beginning. Any crack in the wall was welcomed! It's also influenced the way I make art now too which is cool to kind of see that change as well.
@MereMonkey:Thank you!
@ashtonmorris: Yeah it's good to be here! And yeah! That's a fantastic post. I should get around to doing the same thing at some point because it'd actually be interesting to see if I actually had any cool ideas in older sketchbooks. That game looks pretty hectic as well! haha. Thanks a lot man.
@happymonster: Yeah! that stuff is super important and fun!
@tox2000: Thanks so much, man! wow I really like the backgrounds in Infinite Oasis. That bluuue sky makes me feel some type of way.
@and: Thanks! I really enjoy the look of the parallax and sword dragging in Mable! Very cool, man!
@danielgoffin: Oh, wow thank you so much! I really appreciate it! THE ART FOR YOUR GAME IS PERFECT BTW. SO GOOD!
The Kickstarter is Live!
https://www.kickstarter.com/projects/ericsmack/doko-rokoThis post is gonna outline some of the initial concepts I had for Doko Roko and what I wanted the game to look and feel like when I started working on it a year ago!
At the very beginning this game was not even called Doko Roko. It was called Grumpy Climbers. It was going to be a very small game about ascending a mountainous peak and you would be in control of two grumpy climbers that were tethered together via a cord. It was an interesting mechanic in theory, but in practice this setup was actually extremely difficult to control and to be honest I wasn't exactly invested in the lore or the world of two grumpy climbers. I was only doing it to get practice and so I really couldn't put all of myself into it like I really wanted to.
I programmed some prototypes in Processing and nothing really felt right. I decided to ditch the dual control, but keep the procedurally generated ascending platforms as I thought there was still something valuable there. At the same time I was getting inspired by the Kowloon Walled city outside of Hong Kong. If you haven't heard anything about it I would recommend watching this documentary on youtube, it's incredibly interesting.
this sketch of the city was super inspiring to me.
I wanted to know what a game about this kind of place would look like. With everyone just going about their daily lives. And you jumping from roof top to rooftop and scaling this monstrous structure. It started off veryyyy small.
it was just a bunch of squares bouncing around on screen hopping around from platform to platform and shooting at each other. Crazy abstract madness. But in my head I had glimpses of wizards and demons wall jumping, ducking, diving and rolling through a storm of colliding magic missiles and beams of light, reflecting projectiles with impossibly large swords, ascending, surviving and adapting to shifting scenarios. Collapsing tower walls, strange runes, and overgrown architecture, peaceful folk trying to live their lives amongst pandemonium.
It's a weird vision not conveyed very well through words. Or through colorful squares for that matter. So I set forward the task of building this world and trying my best to give form to these visions. How would this world work? Why is it here? Who are these folk? What is magick in this universe? Maybe it's not such a strange world building process, but it seems strange to me. I have a very concrete vision of these people, these places, these creatures and then I have to explain to myself following a sound string of logic why these things are the way they are. It's a strange sensitivity, and I'm not sure this sensitivity was as strong when I first began, but I can differentiate what belongs in this world and what absolutely does not and cannot belong in this world. It feels as if my subconscious has a firm grasp on what is coherent about this universe and then my conscious mind has to interpret what those consistencies are and the way they integrate with each other. Maybe that's a lame answer to how world-building works for me , but that's actually how I end up thinking about things.
I thought I would share some of the earliest sketches. They're all about a year old now and they look like insane scribbles, but I feel like they contain a lot of information that's useful for me. A lot of them contain the core feelings I am trying to invoke. I should also say that originally the game had a much more light-hearted tone, but recently it has become considerably more melancholy and strange. If the mood was a vapor it's begun to finally condense on my monitor.
The main character used to have a crescent moon head and the colors were a lot more vibrant. As the game has progressed it's become clearer to me where the mood is beginning to settle. I'm beginning to use more naturalistic palettes and have been looking towards photography for most of my inspiration.
I hope this was at least somewhat interesting! It's fun for me to see how much it's evolved and settled over time.