So hey
Been awhile eh?
Few years at least
Where do I even start?....
How about the fact I honestly haven't stopped thinking about this game since last I posted?
I realized pretty early into development that due to life, I wasn't going to be able to do this project to the extent that I wanted to and so I had to let it die.
And then the past year happened.
I won't bore you all with the details, but needless to say, life got a whole lot different and whole lot better.
Enough so that I actually sat down and took a long hard look at P;K!K!
It's with the biggest smile on my face I can share with you an update.
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Gameplay:
The upgrade system of guitar pedals and guitars to create different effects is still the same, however, I think that's all I've kept.
Here's a mockup of what's currently under construction:
![](https://i.imgur.com/kzLT6qz.png)
Right now it's still early, but the game has switched to first person Melee combat with a focus on speed
The game is now going to be in 3D. In the corner, you can see a speed gauge and that is going to be the jewel of the gameplay. The idea is to have the player keep moving and once they reach a maximum run speed, abilities will begin to unlock (with cooldown) that the player can utilize.
Movement will require lots of tweaking, but I plan to implement things like wall runs and minor leap frogs in an effort to give the player a nice parkour feeling.
This video may give an idea of the flow (just initial fudging around in unity to get controls to work):
https://twitter.com/rabbit_isdead/status/1221708611031838721?s=20Now that you have an idea of how it'll play out, I'll touch on the general game layout.
To start, I'm going to try and make a randomized series of arenas the player progresses through on their way to the final boss of the run. In an ideal sense, I'd like to also have unlockables and different locales, but to create more variety, in addition to some pre built levels I'd also introduce a grid system:
https://imgur.com/a/JguOBGdBasically I would have buildings randomly generate along a grid so that arenas could be different each time.
I think that's a good general sense for now so let's move onto...
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Art
This is going to be a lot like what was originally posted in this thread but I still wanted to keep a bit of the 2D aesthetic for the regular enemies.
Enter a modified billboard layout:
https://imgur.com/a/jnFIulyI'll have my 2D enemies on a flat surface that changes viewing perspectives depending on how the player looks at them.
Think old DOOM but I'll have it so you'll see 3D if you go overtop and under as well.
The buildings and some other objects will be standard 3D:
https://imgur.com/a/vXWQUachttps://imgur.com/a/qG6k2T6---
And I think that's most of things for now.
I start work on movement controls next week when I begin tutoring on how to program in C# (I'm going back to school for computation arts with a focus on gamedev
![Smiley](https://forums.tigsource.com/Smileys/derek/smiley.gif)
) and hopefully not to long afterwards I'll have more to show ya'll
Anyways, I wanted to post to this thread instead of starting a new one because to me, it's a sense of finishing what I started. And who knows, maybe if I'm lucky and focused enough, I can look back on this thread and remember the time that despite everything, I finished something I honestly thought was impossible.
Thanks everyone <3