Monday, January 27, 2014

Compression: Making a Demo

  Well, I think one of my main problems is the insurmountable nature of a full game is making me procrastinate:  However, I also been busy lately - so atypically I actually have an excuse this time.

  So, I'm thinking I should make a demo.  Compress the Brain into one stage, Compress the midsection into one stage, Compress the lower body into one stage.  Three bosses, all the game mechanics in one go.

  Due to the engine I'm using, I can simply change the stage ordering whenever I want all willy-nilly, so making a demo with intent is not a waste of time by any means;  Plus, I get the core programming out of the way which I've been neglecting.

Cytomight

  The core moves are as follows:  I want left and right walking, jumping, and shifting.  Walking is self-explanatory, there's very few games with sessile protagonists.  Jumping is where things might take a turn.  I originally wanted the hardline Castlevania style "no mistakes" jumping, but it's not fluidic - which is notable since you're playing in fluid.

  So, it comes down to shifting.  Changing cell permeability to go "gaseous".  (not actually gas, but functionally so gamewise).  So, once you shift you're ballistic (like Castlevania).  This affords challenge since you have to sacrifice agility for safety mid-jump against a perceived hazard.  If you pull back early in the jump, you won't have any momentum if you shift - but you might make it back to the original ledge.  On the other hand, shifting early while at the highest horizontal speed will carry you a greater distance invincible at the cost of a predictable landing.

  Shifting is the main combat mechanic of the game.  The idea is to absorb energy and items to move them around or otherwise interact with them.  Bullets can be absorbed to fire them back, or digested into ATP.  However, while invincible in Gas form - you are sessile, so if you land in an enemy you might have no choice but to take a hit.  I'd like to avoid this, I don't want the player to feel Zugzwang'd because of how they landed - so I'll probably add some sort of attack to sessile enemies that damages the Gas form.

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