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The conversion to U3D has been really nice. I have much smoother analog controls and the math for rotating stuff is a lot cleaner. It was a bit more of a pain setting up, but I don't think I'd have been able to do this overworld as easily. Going to try to make some enemies soon, but I'm realizing that's the weakspot for my asset pack, so... gotta make some art I guess.

Anyways,I want to discuss my plans for some of the game design. A few random design thoughts:

  • Overworld loops are important. There will be one main road to traverse the majority of the map.
  • Making traversal fun is a priority - there's a run button that can be mashed to run even faster
  • Factors to balance the run
    • Perception Check only works if you're walking
    • Loot drop rates plummet if you are constantly mashing that run button
    • Good encounters (e.g. fairies) are less likely when you've been running
    • Bad encounters (e.g. big enemies, enemy hordes) are more likely when you've been running
      • This can be a good thing if you're looking for fat loot
      • It'll pace the game so that when you're dying you walk and take your time
  • I'm going to seed/randomize secrets/powerups! Hopefully it'll get you and your friends to sync up seeds so you can share things you've found
  • I'm tempted to make a counterpart to each item --- 2 swords, 2 projectiles, 2 bombs, etc. we'll see how it goes

*I might need help coming up w/ ways to gate the world. The original Zelda used lots of soft locks in its overworld, but it did use rafts and ladders to a good effect. I want a nice balance like that one.*

I have no idea how I'm going to get this done in 2 weeks. Whoops. Let's hope!