So I've kinda been in a bit of a creative rut recently. I've been doing other creative things like mini painting away from the screen, but I really wanted to itch the personal project itch recently. I've tried restarting 3 different environment projects recently and got to varying stages, but something wasn't quite clicking. Don't get me wrong I love the ideas for all 3 of them but none of them were really holding my interest for long & I couldn't figure out why. That was until I took part in Global Game Jam... Except unlike previous attempts I decided I would give solo dev a go. The joy of creating something that you can then play through was f**king solid! That was the itch!! Life got busy after that, but now we are here!
Let's make a 3D platformer! 🥳
In my game jam game I really wanted to focus on mechanics that weren't violent, and that gave me a nice constraint. I wanted to have a similar constraint for this one, but being a platformer I needed to warp it a bit... Which lead to 'No Killing', enemies will never be destroyed from the level, but could be stunned. This means you can still have the satisfying moment of stopping an angry little gremlin in it's tracks, but you would need to consider that in a set amount of time that little nuisance would be up and being a pain again :D
So far I have a pretty basic setup with a few mechanics in a small dev sandbox. I've got the movement into a place that I'm happy with, and I've started to sort out some of the other features that will add complexity to the game. So what are they??
Main features:
- Gathering & "Crafting"
- This went through a few iterations with at time the design being close to Minecraft's setup and at others removing it all together. What I've settled on for now is a pretty simple loop that shouldn't slow down gameplay too much:
- Gather resources from around the map
- Interact with a Workbench
- If you can deposit all the needed materials, boom enjoy your tool!
- I've started to map out some ideas for potential tools, different resources, as well as, how they might work together.
- This went through a few iterations with at time the design being close to Minecraft's setup and at others removing it all together. What I've settled on for now is a pretty simple loop that shouldn't slow down gameplay too much:
- Tool based mechanics
- Tools! Not weapons...
- These will allow the player to alter navigation, outsmart enemies or collect new resources!
- There are a tonne of cool ways to move around levels that can come into play through this
- Gliding
- Wall Climbing
- Jump Pads
- Special Resource Collection
- etc, etc...
- There are a tonne of cool ways to move around levels that can come into play through this
- I've got these setup on a basic trigger swap through atm, but I want to get a feel for how the game plays and see if this needs changing or if maybe something like a time slow will help switching these feel good
- Collectibles
- Classic coins
- For purchasing cosmetics outside levels and for things like signposting inside the levels
- Blueprints
- Locks and unlocks tools throughout progression
- Helps with re-playable areas that are locked off in early sections of gameplay
- Cosmetics
- I want to have cosmetics you can collect in level as well as purchase, because finding a secret nook and unlocking a sweet outfit is really cool imo!
- Storybook Pages
- This will link into the larger layout of levels, collecting enough of these will unlock the last level of an area.
- Classic coins
Onwards...
Between starting to write this and posting I made some more progress and now have a stunnable enemy! Here's a quick vid in action, CHECK OUT ALL THE PLACEHOLDERS 😎😎😎 Enjoy the video and maybe see you in a week or so! 👋👋