darien
Member
- Joined
- Oct 20, 2009
- Messages
- 234
The Waterphoenix is a 2D side scroller, beat 'em up game I'm making. The game is the 6th chapter spin-off of a fantasy action series I've been working on for nearly 13+ years now, though this chapter is fairly straightforward in terms of the story. It's planned to make its debut on the Pandora. All the game assets are being made in 1080p HD so if it's really popular as I hope it will be, I'll port it over for some 1080p action on PC and other consoles as well.
Worked out most of the general game mechanics so far in the design plan. 7-8 levels/bosses. Gameplay-wise, it's inspired by games like Bad Dudes, Shinobi, Splatterhouse, and Altered Beast. As the player progresses they will unlock more abilities as well as companions rather than just retaining the main set of attacks. The companion will be partially AI controlled unless the second player picks up a controller. The gameplay will change dynamically depending on whether you are playing solo or not, not as a switch or anything, but simply because you have to separate your abilities to have a second player/companion. I won't go into the details now as I'd prefer it be a surprise later on.
This is the basic avatar doing the first swipe of a 3 hit combo. The other two moves get unlocked after the first level. My goal is to make the gameplay very satisfying yet challenging without handicapping the player with stiffness or making them feel like the character is incapable. I'm placing a lot of trust into my intuition with how the graphics look and how the game feels. The first level for example will have zombies and I'm hoping for some satisfying animations like when using a 2x4 in Splatterhouse causes enemies to hit the wall. In later levels 'Area Of Effect' spells or an empowered companion will make the difference in surviving against swarms of things. At times it will be very twitchy in an exciting way without penalizing the player for not 'memorizing' the level. I don't think it's fair that a player ever has to suddenly die to complete parts of a level. Below is only half of the first level width and then is followed by a separate screen for the boss.
I don't plan for every level to simply have left and right movement. I plan to allow stepping up and down the path. Also jumping.
Worked out most of the general game mechanics so far in the design plan. 7-8 levels/bosses. Gameplay-wise, it's inspired by games like Bad Dudes, Shinobi, Splatterhouse, and Altered Beast. As the player progresses they will unlock more abilities as well as companions rather than just retaining the main set of attacks. The companion will be partially AI controlled unless the second player picks up a controller. The gameplay will change dynamically depending on whether you are playing solo or not, not as a switch or anything, but simply because you have to separate your abilities to have a second player/companion. I won't go into the details now as I'd prefer it be a surprise later on.
This is the basic avatar doing the first swipe of a 3 hit combo. The other two moves get unlocked after the first level. My goal is to make the gameplay very satisfying yet challenging without handicapping the player with stiffness or making them feel like the character is incapable. I'm placing a lot of trust into my intuition with how the graphics look and how the game feels. The first level for example will have zombies and I'm hoping for some satisfying animations like when using a 2x4 in Splatterhouse causes enemies to hit the wall. In later levels 'Area Of Effect' spells or an empowered companion will make the difference in surviving against swarms of things. At times it will be very twitchy in an exciting way without penalizing the player for not 'memorizing' the level. I don't think it's fair that a player ever has to suddenly die to complete parts of a level. Below is only half of the first level width and then is followed by a separate screen for the boss.
I don't plan for every level to simply have left and right movement. I plan to allow stepping up and down the path. Also jumping.