Time really flies, huh? It’s been more than a month since our last post. These past few months have been a real struggle with inspiration. I’ve made some more progress on the Physics Engine, but that’s not today’s real news.
After dropping The Ark’s development, I had some free time to take a look at what went wrong, and what went right. Or just what went wrong really. There wasn’t a lot to examine in the latter category. The main issue with The Ark was that there was a lot of work involved, and it wasn’t repetitive work. How come? Well, the game had quite a number of engines, and apart from this, there was a lot of content to be created. Level design was almost of no importance since it would have been procedurally-generated. So, looking into the possibility of starting work on a new project, I’m ruffling things up.
After playing Element4l, I was hooked onto physics platformers. I’ve always loved those kind of games, since mathematics are what I’m generally best at. One of the main characteristics of platform games is that they have ‘repetitive’ mechanics – one base engine (physics, usually), and everything builds on top of that. This makes platform games the ideal modular games – that is, new features can be implemented on existing engines quite easily.
For now, the game concept I have in mind is a small physics platform game involving a snowball. Gameplay revolves around the different sizes of the snowball. Rolling on snow would increase the size, being away from it will result in melting. Some places would require you to be big to pass through, others the opposite.
A game like this, with such simple mechanics should be much more relaxing to work on. Since I’m more oriented towards coding, this should also be the perfect game. Right now I’m working on a small level editor. The reason for this is that I want to test the physics engine on the game levels themselves. More news about the level editor (including screenshots ) in the next post, probably next week!