Game
Eyes and Shadows
10 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

Short intro of us 💕✌️

We're an eletro duo based in Seoul 🇰🇷 Heavily influenced by the 90s.

Our new album #Xennials is all about the nostalgia of that era 💽 CD listenin 📟 beeper beepin 💾 floppy disks floppin days 😎

Stream now! 🎧

https://open.spotify.com/album/3YwWhnHWVy5cA8XOpbaGRA?si=8E9awqU…

Been working lately on lots of 'behind-the-scenes' boring stuff that no one really cares about, so here’s a guy playing the sax for some reason.

#screenshotsaturday

Chiaki Nanami!

I was bored, so... ManutKat.

Back in my art school days I used to ride the 710 COPSA line from Parque Del Plata to Montevideo almost everyday. This is the Marcopolo Viaggio G4 Mercedes Benz model from the late 80s, one of the older bus models that was running on the line.

Finished work on the emotions of a new character for the tank universe

Szayel Aporro Granz - Bleach

Path of Kami, running around the shrine area

OK, this starts to be too tricky puzzle already :D

#platformer #indiegame #puzzle