Musings from LD24 part II.
I decided to roll with the color idea I introduced in my last post.
I wanted my game to consist of a single, tall screen. The initial game screen would contain only the player square and an NPC square. Everything on screen, barring the two characters, would be a single, flat color. Starting the game, the only thing the player would be able do is walk over to the NPC and mate with it. Mating would produce a new character on screen that the player would immediately takes control of. Along with the new character, every act of mating would cause new elements to appear in the environment. Some of these elements would be purely aesthetic while others would serve as a means of helping the player explore more of the world that would exist off the top of the screen. For instance, after the first act of mating, a series of platforms acting as a staircase would reveal themselves, encouraging the player to travel upwards off the screen in search of a mate for their new character.
The goal of this game was for players to explore the world. Tasking myself with creating a world that players would genuinely enjoy existing in was daunting.
If you've played what I ended up crafting, you know the final product is far from this initial vision. What happened?
That's a story for tomorrow (or the next day).
Cheers,
Danny
No comments:
Post a Comment