First Shared Version


This is a concept I've played about with for a while, a puzzle/action-plaformer where you have basic/minimal input (move and jump) and interaction with the world around you is the key gameplay experience. (If I were smart enough to make a systemic gameplay experience, I would totally be trying that!)

The core story concept for this game is to play as a skull who rolls around and leads an inept hero through the dungeon.
Being a skeleton under the control of a necromancer, on being killed by the various heroes that enter, you never actually stay dead as they innevitably fail and you are brought back to life by the dark powers that control you. It's not the best afterlife.
With this though, you vow to close this loop and take out the necromancer yourself. Unfortunately, you were just wrecked by the last hero that came through, and this new entry doesn't seem like the sharpest shiv in the armoury, he's definitely going to need your help.

I've already tried writing this down like a normal human being, but I have a habit of rambling yet saying nothing.
So I'm going to provide all my thoughts in a way that makes sense to me - a bullet point list! 

  • Started this game concept in 2018 while working in  retail
    • Most of my creativity time since has been split between games (not neccessarily this one), animation, music, etc.
    • Most of the dev time so far has been split between player input
      • Other features worked on so far are basic A.I. companion logic (no pathfinding as of yet) and tile systems
    • A lot more time has been spent working on this over those two years
  • Aiming to make this my first fully released game
    • Fully realised player character
    • A.I. companion as a key puzzle feature
    • Enemies as for puzzle features
    • 5 levels/puzzles minimum + Final Boss
    • 1 hour+ playtime
    • Text dialogue, music and sound
  • I'm wanting to document this for a couple of different reasons
    • Recording progress - I want to be able to look back at the progression of this project. Up to now, it just feels like this amorphous blob of time that I've just been coming back to every so often and picking apart slightly here and there
      • I really ought to make a Trello board for this
    • Mentality - I want to try and recapture the enjoyment and excitement I had from making games that I first had when I started. I'm very pleased with the assets I have built up for the PC and the BGs so far. But when I think of all the work I have ahead, it seems daunting to the point I've put off creating what I think could be a genuinely fun experience.
  • Things to try out for the next update
    • Need to sort companion's A.I. for all player interaction
    • Come up with a better plot device than the current layout; doesn't seem entirely engaging empathetic
    • Come up with a number of puzzle elements/enemies

But yeah, I want to work on this more and I'm hoping doing this will make me more inclined to do so, who knows?
Maybe I'll make it a weekly update so I stay true to it as well

Current Listening:

Files

Bones0.0.1.0.zip 2 MB
Jul 26, 2020

Get Bones

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