Design Begins on Airtreker
I have not started coding anything, as per the rules of the game jam. But I am sketching out some ideas on how I want the game to work.
Basically, the player character will remain stationary, while the world will be moved left and right, and rotated forwards and back.
The design is heavily inspired by the game Windwalker's overworld view. This was like a top-down RPG, but the top 3rd of the screen showed the sky. This allowed distant objects to be seen coming over the horizon. I've never seen any other game do this, and I felt it was time the style had a revival. It will not incorporate that game's combat sequence or indoor views. I also think it will more likely use full body sprites instead of faces as the character and NPC icons .
The main difference will be that my game is actually 3D, with 2D sprites, and made on a (slightly) more modern game engine. This will allow for higher resolution, smoother movement and some quality of life features not present in the Apple II era.
I also want to use some of the limitations of the Apple II's hi-res color mode, as seen above. This is going to be manually reproduced, as I am not really great with shaders or rendering code. I will probably start by making everything monochrome, then if I have time, I will incorporate the colors and such.
Airtreker
7DRL Entry
Status | Prototype |
Author | Schmidt Workshops |
Genre | Role Playing |
Tags | grid-based, No AI, permadeath, Roguelike, Turn-based |
More posts
- Day 2 Prototype2 days ago
- Prototyping Begins3 days ago
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