The Untitled Halo Beater That Is My Game
Well, maybe not quite...
Anyway, let me give you the lowdown on my brand spanking new game (or should I say idea for a game). Because I wanted this blog to chart the complete development of my project, I haven't actually produced anything tangible yet (although the idea has been kicking around in my head for months).
So here's the pitch;
The untitled game mixes the top-down graphical style and free-exploring philosophy of the classic Zelda games with puzzles influenced by the aforementioned series as well as those from classic graphic adventures, especially those made by LucasArts in the 90s (Before they went down the pan, but that's a whole different rant...). One of the unique selling points of the game, inspired by my love of juggling, is that spells are cast by juggling magic balls, and these are used to solve puzzles and defeat enemies. There are a whole range of different balls to collect (I just love collecting stuff!), ranging from the basic balls to more exotic types like fire balls, grass balls etc. The combination of 3 balls the character chooses to juggle with every time influence the spell (e.g two grass balls and a water ball casts a spell that makes plants grow). Different spells defeat different creatures, clear different obstacles etc. Juggling is also your main source of income; there is no gold hidden in plant pots or dropped by monsters here; you have to juggle in the nearest urban centre or complete side-quests to get shiny pennies! Other innovations include the fact that other than your balls and small items (keys, notes etc.) you can only pick up one item at once, opening up new puzzle possibilities. There is also a "low action" mode so that the juggling, which requires co-ordination (a mini-view opens up in the corner, and you must time your characters hands with your left/right keys.) is made automatic, and you have an unlimited time to defeat enemies.
The game will also place a large emphasis on plot. Although the game is set in a fantastical world, it will be internally consistent and hopefully avoid riffing off the same old Tolkien cliches; orcs and magic swords are definitely out. I will reveal more plot details later (and flag up spoilers should they occur...) but I will say now that the main character is a twelve year-old girl. This will have a bearing on the game; it will hopefully capture the sense of childish delight that Zelda and Little Big Adventure capture so splendidly; but it will also be a journey into the beginnings of adulthood, and will become darker in tone (although not needlessly crude or tasteless) as the game progresses.
So... now you know a little about it. Design document process starts tomorrow...
Anyway, let me give you the lowdown on my brand spanking new game (or should I say idea for a game). Because I wanted this blog to chart the complete development of my project, I haven't actually produced anything tangible yet (although the idea has been kicking around in my head for months).
So here's the pitch;
The untitled game mixes the top-down graphical style and free-exploring philosophy of the classic Zelda games with puzzles influenced by the aforementioned series as well as those from classic graphic adventures, especially those made by LucasArts in the 90s (Before they went down the pan, but that's a whole different rant...). One of the unique selling points of the game, inspired by my love of juggling, is that spells are cast by juggling magic balls, and these are used to solve puzzles and defeat enemies. There are a whole range of different balls to collect (I just love collecting stuff!), ranging from the basic balls to more exotic types like fire balls, grass balls etc. The combination of 3 balls the character chooses to juggle with every time influence the spell (e.g two grass balls and a water ball casts a spell that makes plants grow). Different spells defeat different creatures, clear different obstacles etc. Juggling is also your main source of income; there is no gold hidden in plant pots or dropped by monsters here; you have to juggle in the nearest urban centre or complete side-quests to get shiny pennies! Other innovations include the fact that other than your balls and small items (keys, notes etc.) you can only pick up one item at once, opening up new puzzle possibilities. There is also a "low action" mode so that the juggling, which requires co-ordination (a mini-view opens up in the corner, and you must time your characters hands with your left/right keys.) is made automatic, and you have an unlimited time to defeat enemies.
The game will also place a large emphasis on plot. Although the game is set in a fantastical world, it will be internally consistent and hopefully avoid riffing off the same old Tolkien cliches; orcs and magic swords are definitely out. I will reveal more plot details later (and flag up spoilers should they occur...) but I will say now that the main character is a twelve year-old girl. This will have a bearing on the game; it will hopefully capture the sense of childish delight that Zelda and Little Big Adventure capture so splendidly; but it will also be a journey into the beginnings of adulthood, and will become darker in tone (although not needlessly crude or tasteless) as the game progresses.
So... now you know a little about it. Design document process starts tomorrow...

0 Comments:
Post a Comment
<< Home