enough prototypes, back to beetles

It has been a couple months since I effectively put a hiatus on my botk project. Was feeling a bit burned out and to take a break I was making a few other game prototypes. Fast forward a couple months, another game developer stated that most, if not all projects that get put away like that hardly ever get finished. Scary thought, so here we are.

finally started working on the keyart sketch and modeled an updated title card

Cutting chunks

Coming back to the project, I’m surprised at how organized I was about setting the game project up (go past me). There were some things I knew I wanted to cut out.

First off I gutted out the blood-stain mechanic because that’s just too much and it was implemented pretty messily.

Next thing is that I’m cutting out the giant open world concept. It’s out of scope for me to be honest and the idea of splitting the world into scene layers is great but in practice, it means a ton of work. At least compared to an approach like paper mario where each scene is its own place. Just go to that scene and edit the stuff.

My big world method was also built around where I placed the camera. So if I changed where I wanted the camera, triggers might need to be redone because there’s a new pov now and so on…

I’ll still have the camera panning from spot to spot but instead of a giant overworld, it’ll be slices of the world. Because that’s what I can manage with my time and resources.

A world to sketch

I’ve sketched out a basic node type map of the whole game (23 nodes for the whole world) of which I need to now sketch out. I’m kinda leaning away from forcing myself to sketch out every single one.

Mechanics to make

One of the first nights working on this again, I immediately implemented a bomb prefab that the player can spawn, grab and throw to start the countdown. I should start the countdown if the player squeezes the trigger as well…

But now that I have set a projected release time for this game, I have limited myself to a tiny few amount of item/mechanics for this game. Those being;

Bombs, as stated before, a shield for the player, and the sword attack.

to be continued …

So that’s what I’m doing at the moment. Implementing a scene by scene situation with unity that has persistent player variables.

Also just reorganizing the ‘ol trello board.

One response

  1. […] I kind of touched on it the last post, but I’ve started working on the keyart for the project. For those that might not know, this is like the main art that will be used for practically any kind of promotion or graphic. […]

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