i dreamed about a game design thing and i kind of want to see if i can write it out into a proper idea
it was like a mix of wario land 4 level design, early 90's dos sidescroller shooters mobility and weapons, and i think there was somehow some kind of collect-em-all aspect. the whole thing had an air of tensely racing the clock, probably for the fate of the world
i think maybe it wasn't for the fate of the world, but for the fate of the protagonist. that sounds more like the kind of dream design i'd have <<
idle game design thoughts Afficher plus
idle game design thoughts Afficher plus
idle game design thoughts Afficher plus
thinkings for this are... "what kind of design would elicit the feeling that seemed to accompany the game in the dream."
secondarily, "what would be fun to play" is filling in the design gaps
not that i ever end up doing much, but...
i'd love to make games with environments (and the protagonist's place in them) that might cause the player to feel a bit lonely, or pensive, or unsteady, or faintly threatened, or so on... idk
but like... all in a low-key, low-energy, maybe calming sort of way, i guess
i mean, those are mostly kind of negative feelings, now that i look at them. i guess that reflects my attitude towards life <<
but i'd like to convey optimistic feelings too. finding a new home. meeting friendly people. travelling through strange and pretty locations. i uh. yeah
on even more of a tangent, i realized my semi-characters, the picayune bear and toothpaste duo, are very... wanderers. i'd imagined the duo as looking for somewhere safe to settle down. and the bear as indefinitely passing through and moving on.
though, they'd have more choice in it, after a point. the bear's motives aren't clear, maybe he just prefer not settling down. the duo might have a home, but go wandering anyway just to see what's out there. i dunno. probably won't ever get around to manifesting any of this.
oh, and i think the name of this dream-game was something like "Breathe". i'd forgotten that but it's in my notes. gives a couple extra implications about the kind of game it might be.
i vaguely imagine famitory's music as the kind of soundtrack to have for the timer game since it's fast and driving, though it's probably partially because i started listening to it at the same time i started thinking about the game
idle game design thoughts Afficher plus
hm... i guess it could be interesting to have lots of short-term resources, and have them constantly being used up.
it'd be sort of another depleting meter, but a less strict one.
but it'd probably correlate with lazy enemy/level design (unavoidable damage), and progression wouldn't feel very good.
how much focus should enemies take up vs. how much focus should area traversal take up? should it be possible to dodge past most enemy groups? (maybe enemies left undefeated become more powerful on the way back out?)
can there be anything to engage with besides hurrying to the goal and fighting enemies?