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grhufnagl

My Escape Video Blog - Episode 1 - Introduction to Krong

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grhufnagl    227
Hi Everyone,

We've started a weekly video series that we'd love to share with everyone. In the first video, the group's programmer, Gillian, introduces our game called "Krong," which is currently under development. Viewers will get a sense of the basic mechanics, editing functions and an idea of what happens with a BOOMBA.

[media]http://www.youtube.com/watch?v=JJHRCOtER_E&context=C38bc8f7ADOEgsToPDskJzDQQEX7oTxyfil0NzvLGV[/media]

Would love to hear your thoughts. Thanks for watching!

George

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Osidlus    1128
Thanks for posting, sorry that I am so influenced by RPGs - are you going to have some special feature jumps with cooldowns or energy cost?
For example sticky jump where the character sticks to the wall at the first bump and sticks there for 2 seconds... for usage especially at difficult areas.

I also think that one of the game stats could be energy spent per stage(lets be green :-))... what I mean game it self evoke usage of the energy pulling the imaginary spring for jump...

Some other special feature jumps ideas:

rocket jump- in the first step player chooses the vector (size and direction) of the jet and in the second step he or she pulls the spring
gravity free jump- no gravity untill the first bump
pierce jump- player can set up editional energy for piercing the objects (good estimation needed)

Funny thing would be in combination of the special feature jumps, but I don't know who is the target audience...

Btw: I think that quite original concept for using the energy spent per stage would be not to have an energy bar, but instead focus on the impact of the energy used to yours environment. For example on the horizontal surfaces there would be grass and plants which gots rumpled by the jumps. Using the the jet feature
makes a small particles fell down on the plants and harms them somehow. But still there is an ultimate goal why it worth to do the mere damages (heal some animal, remove threat).

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grhufnagl    227
Hey Osidius,

Thanks so much for your reply and for sharing a wealth of ideas! For this project, we're keeping the directive simple as well as the number of elements available to the player. The variety of game play will come through layout and influence via variations of the core elements. We do, however, love the concept of adding multiple systems but don’t have the resources to push further in this title. That beings aid, we're already planning a far more complex project that might suit someone who enjoys RPGs :)

Cheers,

George

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Osidlus    1128
Hey George,

thanks, I am glad you liked it. I see, its good to have the boundaries of the project defined...
Btw: this gets me to the idea to have two kind of projects - smaller ones for picking up ideas
and the big ones where they will be concentrated...

RPGs you say [img]http://public.gamedev.net//public/style_emoticons/default/ph34r.png[/img] [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] ?

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grhufnagl    227
Hi Osidius,

[quote name='Osidlus' timestamp='1329861589' post='4915286']
Btw: this gets me to the idea to have two kind of projects - smaller ones for picking up ideas
and the big ones where they will be concentrated...
[/quote]

I actually think this is a healthy way to go in order to test out prototypes and their viability for a larger project. Sometimes a mechanic can only be carried out so far before it gets exhausting. Other times, a game has the potential within a broader and bigger context. Saves you time to keep things small at first and then go out.

-George

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