We have decided to continue and finish the game over the next few
months, to what we have originally planned. We have already made some
new progress especially with game mechanics that already improves player
experience. Not being confined to a deadline will give us the chance to
really improve the quality and quantity of the game to hopefully be a
full - arcade game experience.
There will be many radical changes to the game that will eventually fit the story we have created for the game.
fixed mechanics:
- new added dash move
- players now will not get stuck into the sides of platforms
Parts in development:
- New enemies: several additions to new plants in the first areas, including cluster bombs, spike shooting mushrooms, falling boulders.
- positional deaths: enemies will have deaths in
relation to the current position of the character. for example while
jumping and being struck by a falling stalagmite, the stalagmite will
only pierce a small portion through the character. While running on the
ground the stalagmite will completely impale the character and pierce it
into the ground.
- Shield: the shield will have to be a very limited
attribute but could be a very interesting mechanic to play with. this
would show a strong relationship between the character and the great
tree that originally had a protective shield. But for the character, a
much weaker and smaller shield.
- Charge rune: a heads up display for the character
that will only contain a small rune stone to show the link between the
shield and dash move, To show when these moves will be available.
- Bestiary: Information about each new species of
corrupt plants you come across, these will be unlocked in the main menu
to see the lore of the plant in its initial use, and possibly a picture
of how it use to look before it mutated. Additionally we might add tips
on how to pass the enemy, and also a death count to see how many times
you have died from a particular enemy.
Parts being planned:
- Cinematic’s:
cinematic’s for the initial game story, induction to further
zones, introduction to fully mutated plants ( bosses ), End game
cinematic, possible sequel cut scene.
- next level zones in between crater & great tree
- Bosses - this area was a bit tricky to come up with, to keep the
player engaged and challenged. We have come up with an idea to make the
whole map composed of the boss, the environment will change depending
which boss. but will provide a challenging map for a combination of
plants that has mutated and combined to form this enormous mass that you
must climb upon itself to progress.
- Charge moves - in addition to dash and shield, there is the
possibility of coming across new moves the player can perform further
into the game. as the enemies become much harder.
and more to come soon….
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