Looking for gameplay inspiration in the weirdest places
As planned, I returned to this project after Spaß Taxi was released in December of 2019.
After finishing the cellar gameplay and missing items for the prologue, I realized that I have lots of ideas for scenes, effects, items, etc., but nut enough clear adventure gameplay yet.
That's why I started to write down the whole game structure:
- chapters, locations, items, scenes and the gameplay necessary to progress
This will take some time and there won't be much to show in the meantime, but it's necessary to get an idea of the whole thing and find out what assets I will need to create and what should be done next.
As a first decision I will add shortcuts to the so called "light worlds", where the player obtains the most important items. They will just be empty rooms containing only that item. This way I can concentrate on the main game world (the house) and the gameplay there.
Here is a video of a shader effect for a mirror spook. I will probably still do those things from time to time to keep me motivated. But at the moment I need lots of inspiration for the gameplay the most. :)
I even played the text adventure that is also based on my short story "Darkness", but was shocked to find out that there was barely any adventure gameplay in there. It mostly consisted of fights and exploration.
Also: I post most updates on my twitter, so please follow me there if you want more information. :)
Darkness
A game about fear and letting go of it.
Status | In development |
Author | ScaniX |
Genre | Adventure |
Tags | Atmospheric, Horror, Retro, Voxel |
Languages | German, English |
More posts
- Darkness is now Mournway MansionMar 20, 2022
- Development in 2018Dec 31, 2018
- Prologue Phase BDec 17, 2018
- CellarNov 30, 2018
- Version 1.3Nov 24, 2018
- Darkness Demo 1.2 UpdateNov 17, 2018
- Last update of the first demoNov 04, 2018
- Small interaction updateOct 29, 2018
- Release of the Demo!Oct 28, 2018
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