Showing posts with label overworld. Show all posts
Showing posts with label overworld. Show all posts

2017/04/29

Project Contrivance overworld progress!

We have lots of work unrelated to our own projects, and we've been networking with other artists. That slowed our progress with Project Contrivance considerably, but we haven't stopped completely.


We've been putting together the game's story for a while now, and I'll share the version we've liked the best.


The game plays out inside a person's head. The players play as two microscopic robots that are sent out to fix the person's faulty implanted chips and other artificial additions. We're already working on boss fights that explain the various things that happen inside the levels.


The overworld will be divided into multiple chunks that give players entry to the game's levels. Because of this division into multiple parts, we can play with the post process effects and color settings of each section. The overworld's fleshy appearance will likely be seeping into the levels themselves as well, through little cracks and damaged parts.

 
Geril loves creating twisted, disgusting things, so he felt great making the pulsing, inflating flesh-columns and the light-up brain nerves.

The design is very unfinished, background objects are absent, there are no gates for the levels, no puzzles, and the overworld is not the final size, but much smaller. But it's a start, and good enough for testing.

2017/03/29

Project Contrivance overworld thoughts!

This month, we've been thinking and working on Project Contrivance's structure. We decided to base the game on an overworld that houses all the levels - kind of like in the N64 era.

Level progression would be driven by beating levels and gaining resources for opening up more levels. The overworld would contain puzzles of its own, so you wouldn't have to beat every level to proceed, you could gather the remainder of the resources in the overworld, allowing you to bypass levels you don't like.
Each section of the overworld would end with a boss that goes with, and explains the previous levels' theme. Beating the end boss would open up the next section.

Other things we've thought about were giving players the ability to color their characters by finding special items in the overworld, adding competitive elements to multiplayer, and opening up bonus levels.

This system was inspired by the N64 era games like Super Mario 64. We'll show you more once we've progressed enough with development.

In other news, the Nintendo Switch has arrived, and it appears to be successful. We like the console's idea, and enjoy playing on it, so we've decided to keep the Joy-cons in mind when designing the game. We've even managed to make them work on our PCs so we can test the game with them!


Stay fresh!