||[Dec. 7th, 2013|05:06 pm]
So, I've been working on game development stuff lately as well. More game programming than development, really, trying to figure out various engines and things.|
Phaser was interesting, and I'd say it's good for what it is, but it's not what I expected and doesn't have what I need. I'd have to do a lot of coding to add what I need, or wait until they add it themselves. I think it was part of Flixel, or perhaps it was only part of Flixel because Flixel was based on Flash and AS3. To put it short, I wanted off-world spaces and that's not something Phaser does, and I'm not sure how to work around that.
I'm looking at Unity again. Their most recent update adds a whole mess of 2D development tools, and I think I can do what I want with their engine better than anything else at current. There's already some nice visual tutorials on YouTube. Some people really love teaching, but how do they learn this stuff in the first place? They sure didn't waste any time, that's for sure.
I also found something else interesting. The Legend of Zelda: Mystery of Solarus DX. Apparently some folks went ahead and made an open-source remake of Link to the Past and used the engine to make their own Zelda game.
I've always wanted to make a Zelda game, in particular I've got the idea of making one set in the modern era. But, I wouldn't be comfortable using the actual Zelda franchise. It'd be Zelda in spirit, not name. I don't know how those Solarus guys haven't gotten shut down by Nintendo like most remake projects.
Anyways I was thinking the other day or night, or some-tme in the last day and a half, and OH MY GOD There is a little girl across from me wearing a blinking light-up Rudolph Nose. That is so cute!!!!!
Train of thought de-railed. o.o;;
So um, as I was saying, I was thinking recently and opposition voice in my head said something about, "How many games have you designed." and I was like, "Lots of games! You mean how many have you published, or finished, rgiht?" and that got me thinking "But most of the designs are just in my head..."
If I make my modern Zeldalike, I'll have to do a lot more than programming, and there's a lot of system agnostic stuff to do like story writing, dungeon and monster design, that can be done anytime, and would be great practice for game DESIGN rather than just programming.
The downside to that is that anything I write on my LJ about it will be spoileriffic for anybody who wants to actually play the game one day!
Well here's a synopsis that shouldn't ruin anything. The Zelda games have always been about a duality of worlds. Sometimes it's really obvious like LttP and sometimes it's only in spirit, like the seperation of overworld and underworld.
In my game, which I should come up with a working title for, there'll be a young man who goes on an adventure, trying to rescue a 'princess', the heiress of the King Corporation, who effectively run the city, owning all the major businesses. There would be the modern overworld where everyone is living and working in the big city, and a hidden underworld where forgotten magical creatures still dwell.
I originally thought that the 'gate between worlds' would be one of those tools used to open manholes, for a literal 'underworld', though I expect the true underworld would be below the sewers and subways, not within them. I've also considered having a hidden 'shadow world' beyond 'the veil' where the protagonist slips to meet fae creatures and avoid security and adults. I want to have a level in a refinery, probably because of how close I've grown up to refineries myself, but that's a dangerous place for kids and you wouldn't be able to get around without magical assistance.
There'll of course be some exaggerations like in the original Zelda. I really hope a young Shigeru Miyamoto wasn't really running around the mountains with a pouch full of bombs, anyways. The protagonist will have a practice sword at the start too, and the fact that he can carry it around without trouble is a bit of an exaggeration. When he gets a real sword, everyone thinks it's just another practice sword, since he doesn't use it in front of real people. I've also considered having the practice sword transform in the other world, so that he always just has the same one in the real world.
The opening is pretty clear in my mind. The young protagonist comes from a family with roots in the old knighthood, and his grandmother teaches him swordplay. The story starts with some early morning exhibition, introducing characters like the grandmother, some school friends, et-cetera. It'd be the last day of school before summer vacation. This'd be a school aged hero. I'm not sure if he'd be as young as grade school or not... That's pretty young, but then it'd be a pretty normal japanese coming of age story to put it right on the summer before they begin high school. Well, I think I'd prefer a less eventful last day of school, so maybe high school juniors would be best.
Anyways there's a day of school, and probably a level/dungeon will take place in the school as well.
I haven't decided on many of the dungeons. There does have to be some sewer action; it wouldn't be a modern zeldalike without some sewer action. I figure there'll be at least one part sneaking into the King building to get to the penthouse and figure out what happened to 'Princess'. Of course, she was taken by evil supernatural forces, and you're her only hope. Probably another visit at the end to get to the big bad guy in the veil-side penthouse. Maybe I'll put a big castle up on top of the King Building like Disney's Gargoyles. That'd be pretty sweet; but it's only there in the veil-side, and only at the end. It'd be like, BIG ASSED LIGHTNING BOLT. BAM! A CASTLE!
Well it's five and I'm getting tired of going on about this for now. I'm going to brainstorm with the guys tonight if I can stay up long enough. For now I'm going to find something to eat and relax a bit.