Tuesday, January 29, 2013

Mechanics.

Aside from a metroidvania style of exploration, some game mechanics are still in the design phase. Maybe Ouroboros would stand out more if we shed a little bit of light on some of the directions we plan to take.

For one, a finite, expendable source of energy that is lost upon death, creating a risk vs. reward system that will challenge the player to make quick decisions that would otherwise be simple and basic in other 2D platformers.

How about crafting? Making various items to increase your abilities. And along side that...

Abilities that are further developed by spending energy on them and equipped via a sort of equip/upgrade system within "special" items.

Out philosophy is this: if the game is designed around a cohesive, tightly designed world with a simple character, we should allow the player to customize the character on a gameplay oriented level instead of a cosmetic level. Keeping Jericho the same the entire game lends to the story being about Jericho, but the way he is played will reflect on the player, creating a parallel between player and character.

Dare we say... This game contains role playing elements?!

Sure sounds like it! :)

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