Game
Eyes and Shadows
9 years ago

Development direction for version 0.3


I spent some time thinking about what direction I’m going in terms of gameplay for Eyes and Shadows.

At first (months ago) I treated it simply as a toy, to test the graphics and a creature trying to catch you in the dark woods. I’m happy with the simplistic art style, so it will stay like that: lowres, pixelated, hand-drawn, for the most part. I’m also happy with the base mechanic so far. So it’s time to expand on this.

I’ve been exchanging game ideas with a friend of mine, an old gamer just like me (we started on the famicom ;), and we enjoy a lot in common, so I often take his opinion in consideration in my own work.

That plus the inspiration I get from Neo Scavenger led me to the following:

  • I want a survival game, in FPS view, with simple RPG elements, and simple loot/inventory system

  • in two different environments, forests and underground tunnels. Why? Because they’re good old settings for scary situations

  • I want procedural environments. Each time you go in the forest, it’s a different one. Same for the tunnels.

  • I want night and day cycle

  • you will have a lair, from which
    — the game is saved
    — you can go to the forest or the tunnels
    — you can do other actions like resting, managing your inventory, and preparing for your next expedition in general

  • since this is a free indie game, the scope must remain reasonably small if I intend to finish it someday, so all these features must stay quite simple, but give a challenge to the player still. My development philosophy: give the most fun possible with as few features as possible, therefore as little work as possible.

I have more specific ideas, but these are the core of the gameplay I guess.

So for version 0.3, the next logical steps are:

  • adding the base character stats: thirst and hunger

  • adding ways to satisfy them, ie adding food and water

  • adding disabilities as consequences of bad survival capabilities from the player: weakness state (slower movement) and death from starvation

  • make the creature more forgiving, since there will be tasks other than just running away from it

  • no lair, game saving, day/night cycles in this version

  • change the objective to: find a potential lair. When you enter it, you win the game for now

I hope to have version 0.3 available in less than a month, so stay tuned guys :)



3 comments

Loading...

Next up

Today I was setting up the location of the first boss. His name is "Father" and he is the first of the Patagonians. His task is to guard the road to the House.🛡🗡 Bookmark pre-launch page🔖🔖🔖

https://www.kickstarter.com/projects/rdvindiegame/the-patagonian…

Strange Umbrella

Update 2.627

New challenges & new effects!

If you have more of an acquired taste, the restaurants in Niravasi have you covered! Maybe skip the salad bar, though.

I did this on my 3DS ^^ #Kirby

Here's a Fredbear sprite i made in Aseprite! I'm pretty proud of this!

(Btw, sorry for the double post! I'll try to post less)

The Authority decided to investigate the Basement and leads to recovering classified documents Fun fact: The building has 928 doors and not 1000 doors. #horror

Respect (Only TLOZ Players Will Understand)

It's old and it glows. Experience the nostalgic tile-matching puzzle game in it's new glory!

Game : https://gamejolt.com/games/colortris/499578

ColorTris gameplay - Peach squares

______________________

Music : https://soundcloud.com/the-musical-ghost/ghost-kozmos-tetris-the…

:] me sigue sin gustar

:] I still don't like it