Seattleite
Well-known member
So, I was recruited by my friend Justin into an indie dev team. Right now it's me, my brother Jack, Justin, our friend Steven and one of that friend's friends whose name I cannot recall. We're still in the planning stages, and most of us are learning at least one new tool right now. (Unity, for instance, is entirely new to everybody but me and Justin.) I'm writing along with Justin, a designer again with Justin, level building with Justin, composing music alongside Justin and Steven, doing pixel art alongside Justin and Jack and I'm learning C# so I can take some stress off Steven's friend, who is presently our only programmer.
The game's a top-down 2d action-RPG, with faux 16-bit graphics. We're aiming to have two-player co-op capability, with one player controlling each of the game's two player characters (in single player, the second PC is left at the Sanctuary and you can switch between them). The game's combat is extremely defensive in nature, and the player must prioritize avoiding damage over dealing it. To this end, the player has block and dodge moves, both of which they can be expected to use frequently, probably more than their attacks. (Taking one solid hit can often be the beginning of the end for you, crippling a limb or causing life-threatening bleeding.)
The player characters are two small children of indeterminate age, a boy and a girl. They stand at a positively tiny 28px, where most adult NPCs are 40-50px tall. That translates to 112cm, and their in-game weight (which is relevant to only a few things) is 20kg. They're both celestials, immortals tasked with maintaining the sixteen realms and all the lesser connected worlds, with these two tiny ones being tasked with closing unwanted links between them, and occasionally re-opening links when they are needed.
This task is not normally a difficult one. By the time they arrive, the opener of an unwanted link is usually not present and the portal can be safely closed without confronting them. In the intro, however, things go differently. The link open is a stable portal, rather than the normal temporary link. That isn't too unusual, but it is cause for concern. Still, the girl approaches the portal and cheerfully greets the unseen owner of it on the other side, asking him what the purpose of the portal is, and how long he plans on keeping it open. A sword erupts from her back, and she is thrown aside. A being with six arms, twelve wings and many tongues steps through the portal, dressed in a loose black robe. Eyes adorn the palms of its hands, and it carries with it a sword, an apple, a book and a small sack. The boy gets ready to fight it, only for it to raise a hand and blind him with the eye in its palm. The boy is then run through while he's blind. (Yes, we seriously are starting with two tiny children being horribly murdered in the intro sequence. They're immortal, it's hardly the same.)
Both children awaken in a bed, in the quarters of a church, with clothes laid out for them at the foot of the bed. This is the Sanctuary, and where the cutscene ends. The actual game starts with the children dressed at the foot of the bed, and control is handed to the player.
The plot of the game from here is that the players have been disowned by their old god and picked up by a new one, who wants a series of links it made to be re-opened, and whoever or whatever is responsible for closing them to be eliminated. The players never see this god, or hear from it, all their orders are given by a woman in a victorian mourning dress (just referred to as "the Mourner"), in the church they wake up in. (Which is actually a sort of pocket-world.) These start with the one connecting this church to a nexus beyond it (also a pocket world) and then all the links leading out of this nexus.
The player finds that the creatures that shut down the nexus have also barricaded the doors between its levels, forcing the player to venture into the worlds the nexus links to in order to reach each successive level and remove the barricades. They don't have to visit every world, but they have to visit one world per nexus level and make their way through it to reach the following nexus level. (There's only one between the first and second nexus levels, but three for each of the others.) This makes huge parts of the game entirely optional, but the huge difficulty spikes after each area encourage you to go back and do the other worlds.
The game also features a lot of combat, with enemies coming in far fewer numbers but being individually much stronger than the fodder found in most action RPGs. Enemies have complex attack patterns, and finding where the openings are is central to fighting them. It should be to the point where every encounter feels like a miniboss, that's about the feeling we're going for. However, the game is also going to include a lot of secrets, hidden areas and hidden pathways. It's possible to completely bypass many of the game's fights, and often beneficial to do so. (And not just because it helps you keep all your fingers and toes.) There's always more than one solution to each encounter, and even with bosses the requirement is just to open the links they're guarding, not necessarily to kill the boss. If you can come up with another way of doing that, the game won't exactly look down on you for it. The results are the important part, not your means.
The game's projected to be released in late 2017, or early 2018. We should have the demo up within the year, but we aren't putting up a Kickstarter until the demo is released because none of us are willing to take anybody's money until they at least know what they're getting into.
More as it develops.
The game's a top-down 2d action-RPG, with faux 16-bit graphics. We're aiming to have two-player co-op capability, with one player controlling each of the game's two player characters (in single player, the second PC is left at the Sanctuary and you can switch between them). The game's combat is extremely defensive in nature, and the player must prioritize avoiding damage over dealing it. To this end, the player has block and dodge moves, both of which they can be expected to use frequently, probably more than their attacks. (Taking one solid hit can often be the beginning of the end for you, crippling a limb or causing life-threatening bleeding.)
The player characters are two small children of indeterminate age, a boy and a girl. They stand at a positively tiny 28px, where most adult NPCs are 40-50px tall. That translates to 112cm, and their in-game weight (which is relevant to only a few things) is 20kg. They're both celestials, immortals tasked with maintaining the sixteen realms and all the lesser connected worlds, with these two tiny ones being tasked with closing unwanted links between them, and occasionally re-opening links when they are needed.
This task is not normally a difficult one. By the time they arrive, the opener of an unwanted link is usually not present and the portal can be safely closed without confronting them. In the intro, however, things go differently. The link open is a stable portal, rather than the normal temporary link. That isn't too unusual, but it is cause for concern. Still, the girl approaches the portal and cheerfully greets the unseen owner of it on the other side, asking him what the purpose of the portal is, and how long he plans on keeping it open. A sword erupts from her back, and she is thrown aside. A being with six arms, twelve wings and many tongues steps through the portal, dressed in a loose black robe. Eyes adorn the palms of its hands, and it carries with it a sword, an apple, a book and a small sack. The boy gets ready to fight it, only for it to raise a hand and blind him with the eye in its palm. The boy is then run through while he's blind. (Yes, we seriously are starting with two tiny children being horribly murdered in the intro sequence. They're immortal, it's hardly the same.)
Both children awaken in a bed, in the quarters of a church, with clothes laid out for them at the foot of the bed. This is the Sanctuary, and where the cutscene ends. The actual game starts with the children dressed at the foot of the bed, and control is handed to the player.
The plot of the game from here is that the players have been disowned by their old god and picked up by a new one, who wants a series of links it made to be re-opened, and whoever or whatever is responsible for closing them to be eliminated. The players never see this god, or hear from it, all their orders are given by a woman in a victorian mourning dress (just referred to as "the Mourner"), in the church they wake up in. (Which is actually a sort of pocket-world.) These start with the one connecting this church to a nexus beyond it (also a pocket world) and then all the links leading out of this nexus.
The player finds that the creatures that shut down the nexus have also barricaded the doors between its levels, forcing the player to venture into the worlds the nexus links to in order to reach each successive level and remove the barricades. They don't have to visit every world, but they have to visit one world per nexus level and make their way through it to reach the following nexus level. (There's only one between the first and second nexus levels, but three for each of the others.) This makes huge parts of the game entirely optional, but the huge difficulty spikes after each area encourage you to go back and do the other worlds.
The game also features a lot of combat, with enemies coming in far fewer numbers but being individually much stronger than the fodder found in most action RPGs. Enemies have complex attack patterns, and finding where the openings are is central to fighting them. It should be to the point where every encounter feels like a miniboss, that's about the feeling we're going for. However, the game is also going to include a lot of secrets, hidden areas and hidden pathways. It's possible to completely bypass many of the game's fights, and often beneficial to do so. (And not just because it helps you keep all your fingers and toes.) There's always more than one solution to each encounter, and even with bosses the requirement is just to open the links they're guarding, not necessarily to kill the boss. If you can come up with another way of doing that, the game won't exactly look down on you for it. The results are the important part, not your means.
The game's projected to be released in late 2017, or early 2018. We should have the demo up within the year, but we aren't putting up a Kickstarter until the demo is released because none of us are willing to take anybody's money until they at least know what they're getting into.
More as it develops.
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