Game
Super Mega Castle Quest
11 years ago

Progress goes well


Mat has been keeping busy working on the engine. We hope to have something to you soon, but as stated before, we don’t want to rush things.

We figured out how the gameplay will function in a way that is beneficial to both action and puzzle sections simultaneously and independent from each other.

Example:

You start as in Trine— one character on screen, and you can freely switch to other characters (using 1-4 in this case), but only one character at a time.

However, you can use the “Hold Position” action and the character you were controlling is then removed from the party queu and creates a new “group”.

You then take control of the last character you selected prior.

You can freely switch between either group.

To put “held” characters back in your party, either approach them and press the “join” button or switch to that member and press the same button to take control of them.

We believe this will help when in action portions, like bosses, where area attacks could hit multiple characters at once, and we’d hate for you to have to manage control of all 4 characters on the screen simultaneously.

Whereas, in puzzle sections, you could control all 4 characters independent of each other which would allow for some pretty interesting puzzles to be done.

Now, away from the gameplay aspect slightly… Today I wrote up the rough draft (general order) of all the maps in the game. Granted, it may need some tweaking, but for now, we’re looking at TEN AREAS outside of the tutorial screens, the intro screen, and the save points (with a few areas broken into more sections based on gameplay).

Like I said before, it’s going to be a major epic of a game.

Finally, before I go, I thought it’d be fun to let you all know that I’ve started working on the sprites and art for the minions. What kind of minions shall they ever be?

You’ll just have to wait and see.

-Jeyson



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