Well, I've decided to stop sitting around on my butt thinking about what I WOULD do if I were to try and make an indie game, and actually try to make an indie game. Most sites I've read up on for information agree that you can really never start looking for an audience too early, so I decided to start sharing a bit of concept art and discussing some features and mechanics. So, what IS KotMS, anyway?It's a semi-open-world, Metroidvania-style 2D action/adventure/platformer game with a heavy emphasis on finding collectibles. And adorableness. And eating stuff. Yes, there's a good deal of Kirby and Yoshi influence, but don't worry, there's also a wealth of original concepts in all fields, from character design to gameplay to game structure. While it's going for the same overall feel of charm and whimsy, it takes a slightly deeper, more challenging, and more stat-oriented approach. That's not to say it's exactly an action-RPG, either. It's something unique, I hope. So who's Kiku?She's this little spunky sparkly ball of softness and friendship. Beyond that, I...don't actually really know what she's supposed to be, but let's just call her a Nova Jelly for convenience's sake. Oh yeah, and she was also born in the heart of a dying star. She can swallow things four times her own size, and her stomach is a bit...quantum physics-y. For now, we'll just say that it's bigger on the inside than the outside. Instead of poop, it produces a much more useful byproduct; Nova Dust! She can shoot it out of her tail and wings to zoom around like a jet plane, but be careful as ONLY the Nova Dust in the tail can actually be used, and its overall capacity is much lower than her stomach. Her tail will refill when she's on the ground, but just...be careful. Also, though this might sound pretty obvious, you should generally try to avoid flying directly into walls. So, you might be wondering "Ey! Soops! What's with the little Visible Kiku with all of the organs, lines and words?" Well, that's concept art for the stats system (and potentially the design for the stat screen.) In this game, character progression and collectible-hunting are closely connected; instead of levelling up your abilities through experience points, you instead need to find some...well...parts that Kiku kinda lost, being launched out of an exploding star and all. The rest is pretty much explained in the character sheet. How's the game structured?To try and describe it as concisely as possible, there are three major units of area; Regions, Zones, Town Zones, and Dungeon Zones. A Region basically represents a difficulty tier, and each Region contains multiple large Zones, all of which are close in challenge level. The Zones within a Region are all interconnected with each other and Town Zones at various points, and you can tackle them in any order you want, but in order to reach the next Region, you must beat every Zone boss in a region to unlock that region's Dungeon Zone; a much more linear, "level" like area that culminates in the Region Boss. Beating the Region Boss opens up one or more options to proceed to the next zone. I'll just give an example using the scenario I have planned for the first Region. Every time you beat one of the three Zone Boss monsters of the region, you obtain a piece of the Palace Gate Key. Collect all three and you can journey to the castle right outside the Region's Town Zone, enter the region's Dungeon Zone, and knock some sense into the king, who is under the true villain's control. After that, he'll open the gate to Region 2's swamp Zone (Reluctantly. He...STILL doesn't really like you that much.) but if you don't want to take on the swamp Zone right away, you can buy some dynamite at the shop that opens up in town, go to the forest Zone of Region 1, blow up a big boulder, and enter Region 2's cave Zone. Overall, I'm going for ambitious but sober; I'm going to do a lot of things with this game, but they're all pretty much things that I already know how to do. But when will we be getting footage/a playable demo/the finished game?Like heck if I know! Things will be ready when they're ready; don't worry, I'll be MORE than excited to let you know! Until then, I'll just discuss the concept with you guys here, maybe show off a bit more concept art and spritework.
Well, I've decided to stop sitting around on my butt thinking about what I WOULD do if I were to try and make an indie game, and actually try to make an indie game. Most sites I've read up on for information agree that you can really never start looking for an audience too early, so I decided to start sharing a bit of concept art and discussing some features and mechanics.
[size=150]So, what IS KotMS, anyway?[/size]
It's a semi-open-world, Metroidvania-style 2D action/adventure/platformer game with a heavy emphasis on finding collectibles. And adorableness. And eating stuff. Yes, there's a good deal of Kirby and Yoshi influence, but don't worry, there's also a wealth of original concepts in all fields, from character design to gameplay to game structure. While it's going for the same overall feel of charm and whimsy, it takes a slightly deeper, more challenging, and more stat-oriented approach. That's not to say it's exactly an action-RPG, either. It's something unique, I hope.
[size=150]So who's Kiku?[/size]
She's this little spunky sparkly ball of softness and friendship. Beyond that, I...don't actually really know what she's supposed to be, but let's just call her a Nova Jelly for convenience's sake.
[img]http://img05.deviantart.net/ad0c/i/2016/294/9/8/project_k__kiku_design_sheet_by_soopaderpcat-dalrnuj.png[/img]
Oh yeah, and she was also born in the heart of a dying star. She can swallow things four times her own size, and her stomach is a bit...quantum physics-y. For now, we'll just say that it's bigger on the inside than the outside. Instead of poop, it produces a much more useful byproduct; Nova Dust! She can shoot it out of her tail and wings to zoom around like a jet plane, but be careful as ONLY the Nova Dust in the tail can actually be used, and its overall capacity is much lower than her stomach. Her tail will refill when she's on the ground, but just...be careful. Also, though this might sound pretty obvious, you should generally try to avoid flying directly into walls.
So, you might be wondering "Ey! Soops! What's with the little Visible Kiku with all of the organs, lines and words?" Well, that's concept art for the stats system (and potentially the design for the stat screen.) In this game, character progression and collectible-hunting are closely connected; instead of levelling up your abilities through experience points, you instead need to find some...well...parts that Kiku kinda lost, being launched out of an exploding star and all. The rest is pretty much explained in the character sheet.
[size=150]How's the game structured?[/size]
To try and describe it as concisely as possible, there are three major units of area; Regions, Zones, Town Zones, and Dungeon Zones. A Region basically represents a difficulty tier, and each Region contains multiple large Zones, all of which are close in challenge level. The Zones within a Region are all interconnected with each other and Town Zones at various points, and you can tackle them in any order you want, but in order to reach the next Region, you must beat every Zone boss in a region to unlock that region's Dungeon Zone; a much more linear, "level" like area that culminates in the Region Boss. Beating the Region Boss opens up one or more options to proceed to the next zone.
I'll just give an example using the scenario I have planned for the first Region. Every time you beat one of the three Zone Boss monsters of the region, you obtain a piece of the Palace Gate Key. Collect all three and you can journey to the castle right outside the Region's Town Zone, enter the region's Dungeon Zone, and knock some sense into the king, who is under the true villain's control. After that, he'll open the gate to Region 2's swamp Zone (Reluctantly. He...STILL doesn't really like you that much.) but if you don't want to take on the swamp Zone right away, you can buy some dynamite at the shop that opens up in town, go to the forest Zone of Region 1, blow up a big boulder, and enter Region 2's cave Zone.
Overall, I'm going for ambitious but sober; I'm going to do a lot of things with this game, but they're all pretty much things that I already know how to do.
[size=150]But when will we be getting footage/a playable demo/the finished game?[/size]
Like heck if I know! Things will be ready when they're ready; don't worry, I'll be MORE than excited to let you know! :thumbsup: Until then, I'll just discuss the concept with you guys here, maybe show off a bit more concept art and spritework.
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