Okay people! *clap* clap* back to work, show's over! Move along! The last thing we need are monitors hanging from the ceiling, strung up by computer mouses.
Now that that's out of my system, I'm going to get back to work (Well back to working "more", anyway. I work everyday). You won't be hearing much from me until the game or the final demo is done, so until then, let me leave you with a different subject.
As I mentioned in one of my previous posts, after I finish this game I will not be returning to the previous game immediately. I want to work on another game in the span of 2 months, but with an artist to speed things along, returning to the previous game after it's completed. Then I can hire an artist , as well as a writer or someone to do cutscenes.
However, as much as I want to try the whole rogue-lite idea next, that's unfamiliar territory for me, at least in terms of finishing one. So, chances are the game I make after this will still be another platformer. That said, what sounds more interesting to you.
-A game based around interacting with items and enemies through throwing (think mischief makers), picking them up, throwing them, seeing how they effect the environment. An example would be catching a missile in mid-air and throwing it back, or grabbing an apple that fell from a tree, and using it to lure a monster away from a chest. Or throwing a wooden enemy into fire.
-A game based around hand-to-hand combat. Launching an enemy into the air, jumping off of him as a platform to reach an airborn enemy, hitting that enemy with a combo, ending in a downwards smash that hits all the enemies around you because you were so high. This sort of combat works well with leveling up and increasing stats, because enemies can take more hits. Unlike Kurovadis, where enemies can just go from taking 3 hits to 2, to 1, etc. You would a much more gradual, but instantly noticeable difference when leveling up.
-A game based around teaching a character stuff by using items or actions, and then watching them deal with scenarios based on what you taught them, having only a small degree of influence over physical objects yourself. Is there a heavy rock in the way? Well, she tries to move it and fails, because you never increased her strength. So, she goes a different path, only to encounter a mugger. Luckily, you gave her a frying pan when trying to get her to cook, and she's aggressive, so she just hits him over the head with it. Or, perhaps you sabotage her by distracting her before she hits him. You bastard. The game would probably be short, but have a lot of different paths and things to do.
- A stealth game. Because ninjas. Fighting would be sub-optimal, but very deliberate and possible with skill. Gameplay would be mostly based around one-shotting enemies from stealth, hiding, stealing, using tools, etc. Might have situations based around wearing disguises, and needing to do things in order to infiltrate buildings. For instance a soldier approaches you, and you could seduce him and take his keys in the process. Or you could just murder everyone, whichever..
There are other concepts, but I want to wait until I've got more people for those.
Anyhow, back to work..