I wanted to start posting more regular updates about the state of the game. So here is the Dev Update #1.
About the game
First, let me give you a quick overview, what I planned for this game:
- One seamless connected fantasy world where time got frozen (only for humanoid beings though)
- A storyline, that guides the player through the world
- 8 different themed environments filled with different races and characters
- Unique puzzles to be solved in order to progress through the game
- To solve the puzzles you have to possess humans, orcs, monsters, skeletons even animals and use their individual skills
- Pick up, use, craft, manipulate, and combine weapons, items, and objects to solve the puzzles.
Unlike traditional Point&Click games, the hero is controlled with a keyboard, a gamepad, or a mouse (I am still figuring out if it can be called a Point&Click game anyway).
About the art
To be honest, for the most part, I use the low-polygon assets from Synty Studios. Now I know, that this leaves a bit of a bad taste in some mouths. But this game is ambitious enough for me, so I am fine with using pre-made assets. Also, I really like the assets, since they are very light on resources — which should result in a game that is playable on a potato — while still being detailed enough. Plus, I use a lot of self-made shaders, which should result in a unique art style overall.
About the engine
I use the Godot Engine for this project. It is an awesome open-source engine with top tier features and a wonderful community behind it. Besides that, I use all kinds of tools and programs.
With that out of the way, what is the actual state of the game?
State of the game
A lot of the foundational stuff is done. It probably gets some tweaking along the way, but for the most part, I am happy with it. New items, characters, objects, etc. can be added easily to the game. And I have a clear pipeline set up for adding the environment, animations, music, sounds, and juice to the game. As of now, gamepad, keyboard, and mouse input is supported.
The first area is also more or less done character and puzzle-wise (except polishing). It will consist of a prison, a cave, and the smuggler beach.
This will also function as the tutorial area with straight forward puzzles, where most of the base mechanics are being explored by the player. At this point, I plan to release this area as a free playable demo prior to the game being released.
Right now I am implementing puzzles for the 2. and 3. area since those puzzles will be partly intertwined and more complex in nature. There will be more details, as I get closer to being done with these areas, but they will be the most civilized parts of the world.