The last couple of months have been really exciting! I've been able to help organize a local game developer group, flesh out a few game ideas on the ol' drawing board, and work on a multi-month project with some folks I met at a game jam. It's given me just the right mixture of stress and fulfillment. Some thoughts on each...
Incorporating the balance between safety and aggression into a TBS might be crazy, but I'd like to try it. I'm imagining a system where the player has to build fighting styles from attacks and possible stances based on a unit's weapon. Maybe one sword-wielding unit has a really conservative fighting style that is low to the ground and fast, but never gives knock back. Another might have flashy moves, high damage and knock back, but has to choose its moves carefully to avoid being vulnerable. Yeah, man... Yeah...
Anyway, on to games that aren't currently just pipe dreams!
Since the game has to be for mobile it was the perfect excuse for me to dive back into Unity, albeit in the 2D no-animations realm. There was definitely a learning curve, but at this point I'm feeling pretty comfortable with C# and my ability to get ideas from my head to the screen. Maybe next project I'll dip my toe into making an actual 3D game!
So the project we're working on is currently called "Fame or Death". It's about social media presence - a subject that should be pretty relatable to our audience. Since it will be played on a touch screen, we decided to replicate a typical iPhone app list in 8-bit resolution using the NES color palette.
Players are presented with the ridiculous premise that the world is dying and they need to get enough followers to earn a seat on one of the ships leaving Earth. You'll struggle to keep up with various media outlets, make difficult choices, and conceal your negative thoughts in order to be selected as a worthwhile human being. This is how actual content creators feel. It's a life and death situation when being entertaining or insightful online is what pays your bills!
Anyway, all of the mechanical systems are implemented, and I'm taking every chance to play test and tune it. The art required for the game is fairly minimal, but I still feel bad for my artist since buttons aren't very fun to draw. For future projects I'll try to keep in mind whether or not the art will be interesting to produce.