A 2D platform RPG - using real world geo-location, time and weather to
procedurally generate your environment.
Adventure through catacombs generated by the streets around you.
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Friday, 5 February 2016
Underland Needs You!
Got an idea for Underland? Well let's hear it! Don't be shy. Stick your suggestions in the comments field below. Great games require collaboration, and we'd love to hear your thoughts. And don't forget to follow and share! Spread the word! - I'm hoping that last bit works like a Jedi Mind Trick. :-)
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Awesome idea! I am more than happy to help out with game concepts and UX design, let me know!
ReplyDeleteplayer actions permanently change environment, or until changes enacted are themselves altered by other entities or environment (e.g. climate. i.e. a hole in ground caused by player dynamite stays there or is filled by rain and becomes a pool, perhaps later the player can fish from it for food or store captured pufferfish there which he farms for poison for his blowdarts...). squid farmed for ink, and used to make treasure maps, but if the squid that supplied the ink is killed the squid's spirit is released and the ink becomes invisible ink, so that only the person who captures the squid's spirit (caught in a bottle perhaps) can see the ink on the map (maybe by holding the bottle up to his eye as a telescope?).
ReplyDeleteI really like these ideas! Trouble is, permanent changes taking mucho memory to retain, which is why you so rarely see it in games. Why bodies disappear etc. I'm a big fan of deformable landscapes too, and dynamite is arguably something of a pirate trope (not that this is really a pirate game any more - it just started out life like that). Whilst deformable landscapes are admirable. We'll need to get environments generated via geo-location first and foremost. It would be nice to head towards deformable terrain ultimately though. And the ability to scrawl messages on the wall for others to see when they traverse an area you've previously visited.
DeleteIf we can get deformable terrain working, we might be able to create a permanent record of some player invoked changes. We could hold this as an extract of the terrain in a separate file in a database and flag the coordinates so that when players visit that area, the game knows that the terrain has been affected there, and makes a call to the database to retrieve the new element. It sounds pretty tricky to me. And obviously with lots of players making lots of changes the database could become bloated very quickly and it would take additional time for the game to create the environment but its something to keep in mind. Thanks!
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