Here's a few new screens of a new area in GunnSwitch I've been working on.
The Red Cave is a dangerous place to explore.
Jumping over spikey pikes in the first shot, second, grappling down dark spikey mine shafts and finally flying high off a ramp in the dark are a few things to do here.
Hey everyone. Hope your dev journey is going well and are looking forward to the holiday season and a new year of possibility and hard work. The years are flying by fast.
After putting in some serious work time and learning to make a game of this type for the first time ever,
(I've only made small games on mobile and on New Grounds, and a game jam once too.) I've learned that I had to bring the scope of my game down down a bit. Its only me doing most of the programming, game and level design, my brother does the artwork and helps with design ideas and critiques my work lol but that's good as it challenges me to do better.
I've stopped and started this project a few times now over 6 years from the concept of this game being born.
I stopped enjoying what I was making as I really didn't know how to make what I wanted to make, I had hundreds of ideas and delusional dreams of grandeur and all that crap lol
Game Dev is a process that needs focus, attention, consistency, planning and patience, lots of patience/discipline/planning
After some time away, like a couple years I'm not even sure how long.. I feel I have finally got all my idea and concepts puzzle pieces coming together nicely now... now the game loop is feeling good and the game play is more interesting, and most importantly I have some direction and a plan
I realized I don't need to make a game that's super huge, its just the two of us making it and our lives have enough challenges as it is with health problems.. SO..
We are going to make an open world in the sense there are areas to explore like Wonder Boy Monster Land, Shantae and Blaster Master Style of open game play that are nice short explorable sections with light Metroidvania elements such as returning to an area with the right item or weapon to unlock blocked paths. I'm aiming for at least 5 to 10 hours max game length.
What we have planned to make is still a pretty big job even though the scope has been brought down quite a bit.
Most important thing right now is I'm actually having fun and excited about making this thing. It doesn't seem so daunting anymore.
What makes this game interesting are these key features:
- Like Blaster Master, you have a Tank that you can jump out of at anytime to explore smaller passages that the tank cant access. Using a teleport to Tank to make getting back to your tank as fast as possible and no dead ends for the player.
- You will use the main character Gunn to open paths for the Tank and the Tank will open paths for Gunn to explore.
A couple examples:
- Use a terminal with Gunn to lift your tank up to an area out of reach using an elevator lift.
- Using your Tank as a platform to reach areas with Gunn. (Tank can grapple and hang to surfaces and be used as a platform.)
- Three explorable Islands with different biomes and characters.
- Its not just exploring the island but there are run and gun style action stages/missions that connect the story
(Around 6 in total)
- Weapon and Health Upgrading system that uses gems you find from exploring the island and completing action stages.
Challenges of making this game are:
- Having to do controls, mechanics, enemy AI and collisions for two controlled characters, your tank and your pilot Gunn.
- Figuring out how to balance the games difficulty and upgrade system
- Making it all come together
Anyways, until next time.
Cheers