Archive for September, 2008

shitty art anyone?

Friday, September 19th, 2008

 And so it begins… well the interview process for me has finally slowed down enough for me to get some work done on some of my games (because those interviews are OH SO BOTHERSOME).  I’m working on a basic 2d game to experiment with a game design idea I had a few weeks ago.  Since I don’t have an artist and don’t want to resort to using one of the billion Mega Man sprite sheets out there I decided to put together my own.  Here is a sprite sheet for my upcoming game.

cloudcontrol

As you can see, I’m going for the uh… *ahem* minimalist approach (yes… that’s the ticket) .  Basically all of these sprites are a caricatures of a individuals that are a loose scale between good and evil (its hard to make out the Devo character but that’s me.  I’ve got a scale starting from evil to good with… Jason Vorhees, a mad max waste lander, anarchist punk, Devo, Joe blow, worker bee, religious family man, minister and the pope.

So what the hell am I making you ask?   The idea I had was for a game I like to call “Cloud Control” (you control clouds and crowds) which puts you in control of two clouds in the sky.  Opening up space between the clouds pours light on the citizens below, making them decent upstanding citizens.  Closing the space between clouds casts shadows which turns them into degenerates.  The goal of the game is to maintaining cities in the game to make them better or worse depending on the levels goal.

For example… A really simple level would challenge you to make both cities good and all you have to do is open up the sky and shed light on everyone creating an army of pope’s.  More challenging levels will make you have one evil city and one good city or maybe you’ll have to maintain a balance for as long as possible.  each city generates citizens depending on how good or evil they have become and send them to the opposite city.

anyway, I have no idea if this game will be fun or not which is why I want to experiment with the idea of balance as a gameplay element.  Should be interesting…