Noooooo!
Been working on a draft, still in the phase of documentation and planing - usually called the game bible (despite my belief its more about iteration then pre-planing) - aka the design and pre-production phase of a concept. I have finally settled with this one since there was no retro fantasy first person punching game anywhere...
Nooooooooo!!!
It surely ain't the same idea, mine isn't a dungeon crawler (at most a sequence of encounters/ kind like matches-waves/ as 'entering a dungeon') and i see lots of diferences in the approach and gameplay but my hopes of it standing out as unique/never-seen just died.
Well, thats life i guess. ¯_ツ_/¯
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"i see lots of diferences in the approach and gameplay "
Well, that's enough reason to continue with the project anyway then :)
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Sure thing. For starter im still deciding on it because on this case it will rely a lot on experimenting with the core mechanic - since it ain't a stabilished gameplay (like platformer or shooting) i can't be certain it will end up as good as i project it. Somethings can be missed and only noticed when i start playing and tweaking with the combat hands on.
But one of the major reasons - the topmost frankly - i chosend to develop this idea instead of going head on with other candidates (some i even have more well rounded design) was its freshness. For example theres this other concept i flirted with for a long time (before i had the time and know hows to do it) that, while i know its worthy and have its own interesting spins on the genre can be described as a rogue-like ish darksoulish quick metroidvania- and if the genre already had good contenders incoming for quite awhile now the market is flooded of these and theres even more coming if you keep up with kickstarters and indie devs showcase on itch, gamejolt and around the web. Even if i suceeded in doing without flaws and as good as, lets say Hollow Knight, it would still be one amongst many (and even more when i finally finished it). Im a mad fan of the genre and get my hands on pretty much all of then but ive seen people choosing over Hollow vs Ori for example. I mean, for someone who can't ignore a good game it seems criminal to me getting just one but theres all kind of gamers out there.
...Plus im a realist. I aim for quality but i don't expect or count on debuting in award wining levels. The originality and stand outish of it ends up mattering more and a flawed first release would have more chances of being appreciated or bought enougth to secure a sequel, reaching its proper potential and such.
Im not saying i will give up on it, i will probably follow my schedule and start iterating with it but now theres a major con against it when it comes that point of 'okay, i will dive head in and do this'. We're talking at least a year of investment- and thats a rough and veeery optmistic projection to say the least.
I will probably decide soonish; My only experience with actually making games beyond subjects for class were 2 jams; Its viable to get a rough core gameplay like i envisioned enought to decide in a week or less, give or take.
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But you do end up punching
a lot of thingseverything, in this fixed-map dungeon crawler with fast-paced real-time combat.Link
Sure looks like something worth backing even though it's already blasted past it's goals. But don't take my word for it, grab the demo instead.
The main character also reminds me of The World, or should I say "ZA WARUDO", so that's nice. Wonder if you can get a time-freeze power in this game.
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