The development of Alex and Adva; I´ve
heard Norse, originally a spin-off from my Journeys East of Knez game
(made in RPGmaker) is coming along nicely and it is finally ready for
a first shaky prototype to be shown. The prototype is a small part of
a level taking place on Mt Muspel, which the rabbit couple must scale
for one reason or another. As you can tell, I am still working on the
script. This prototype is in no way ready to be playable yet and I
have simply designed it to try out ideas, abilities, monster
placements/difficulty and platforming segments to find out if they
are fun to play. In this article I will show a few abilities, a few
enemies and the world the game takes place in. Please be aware that
most, if not all, graphics are taken from the basic RPGmaker
installation package and will be replaced in the future.
The basic
gameplay of the game is inspired by Mario and Luigi (as you switch
between two characters to solve puzzles and battle enemies) and the
Gameboy Zelda games (the swift-real time action as opposed to Mario
and Luigi´s turn-based battles). Alex and Adva are supposed to be
completely opposite in what they can do as character yet complete
each other in the gameplay. The most notable difference between them
is that Adva uses close-combat abilities while Alex prefers
long-distance spells and weapons. I kinda want to avoid swarming the
player with enemies and instead let strategy play a part in battles.
Do I get rid of the archer with a fire spell from Alex or do I let
Adva vanquish the troll that are attacking us? Do I let Alex cast a
protective spell and let Adva jump up to get the archer? Anyway! Let
us now scale Mt Muspel and take a look at what the adventure brings!
Adva brings a sword and shield
(sometimes to a gunfight) the sword is used to vanquish nearby
enemies and block all sorts of faraway attacks.
Alex has a hookshot that can be used to
grab certain posts to pull him and Adva over gaps and over enemy
attacks.
He can also throw powerful fireballs,
but they consume a lot of his magic. The reason is once again to
distinguish Alex and Adva as characters; Alex can do a few powerful
finishers before having to recharge while Adva can keep going for a
long time, but only do smaller blows.
"Sounds like our love-life"
"Heh"
Here we have the bombs, which both Alex
and Adva can use. I wanted to try something different compared to
say, Zelda, when designing the bombs. Although bombs are a limited
resource in Zelda you can almost always find more in the grass or in
chests so you newer get stuck. In my game bombs are a real limited
resource (Can´t find any "in the wild", so to speak) yet
never required to proceed. Instead they can be used as desperation
attacks or finding secrets and easter eggs.
Lastly we have a few or the usual
rpg-items such as potions and phoenix down. They are used in real
time just as everything else, so make sure to choose before the
battle what you want to bring!
The next step is to look over what
works in this prototype and what needs to improve. Although I think
the basic gameplay-system works very well I want to make it more
fluid, so that the player does not constantly need to stop and open
the menu. Instead, I want all new abilities to be automatically
assigned to Alex and Adva (except for bombs, potions and similiar
items that they both can use) and switch between them with the press
of a button.
The environments needs to be ironed out a bit too look
more natural and make it more obvious what can and what cannot be
interacted with. I am very happy with the jumping, which can also be
used to avoid enemies. Finally, there are a few graphical glitches
and scripting errors. How many can YOU spot in the video?
This is the first prototype, showing of
the adventure part of the game. It takes place on Mt Muspel, home of
the fire ogres. There are a few other areas and gameplay sequences I
want to explore in prototypes the future before I start building the
game proper:
1 Cutscenes and shopping in the rabbit
capital of Hybrasil, also some tutorials ending in boss fight..
2 A pure platforming section (sideway
2D) in the swamp of Od.
Luckily the script I am using has a
nifty system for going to any part in the game in order to try
something new out. Now to work some more!
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