Venicus, the clumsy son of Phiracus is late to the traditional Greek Zodiac festival. In an attempt to impress his well known father he sets off a chain of drastic events. Can Venicus save the day and make his father proud?
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As of today I'm officially done with the art/programming aspect of the game. While designing the levels and testing out each boss fight I was humming tunes that I envisioned on each level, sadly, I don't remember all of them. That said, these last few days of work I'll be in my composer phase for music. I like to separate my methods of work into different personas so I can completely focus on one thing at a time. The title theme and fanfares have already been worked out so making a reprise of each should sum up cutscene work. The stages are going to have very different, individual tones to them to heighten the playing experience. Troy, for example, will play an upbeat war instrumental to accompany the brutality of the artwork unlike Kamiros which will play a more calming track. I planned a mashup of each stages theme for a possible credits frame but it's still debatable.
The second stage of the game is finished up. I think the most time-consuming part of making this game is the testing. While playing through I have to assume the role of several different people. Fun Gamers, Strategists, Cheaters, you name it! I run through each level several times only to realize I need very minor changes. The design and execution always seems to be a breeze but squashing these bugs keep me active.
The new stage is called Kamiros (based on the same Kamiros on the Island of Rhode.) It's the first, and mostly likely last, stage to feature underwater diving. The bar on the left underneath the HP gauge is the air meter. It slowly counts down during your time underwater. Instead of using air bubbles or collectibles you're able to regain air by simply jumping out of the water. Movement slowdown is also implemented. The second you crash into the water you're somewhat under it's control. The enemies move much faster than you but you still have strategy at your advantage. Later on in the stage rotating blocks are used to create door puzzles. Using the stepping gems you can rotate all the blocks in the level, only problem is the second you make a path for one door, another is blocked off! The stepping gems are scattered to make the puzzle interesting.
The protagonist, Venicus, went through a lot of in game changes as well. In his original concept art I planned for him to wear a greek war helmet. In order to focus completely on the theme of the game various greek objects are scattered about. The breakable objects contain spherical pickup items that will allow you to regain health. The amount of of objects scattered are usually going to be as randomized as the amount of monsters. Underwater and breathing timers are also planned to be placed in the "Kamiros" stage. I'm not sure If I'll place "air bubbles" underwater because of *cough* certain copyright reasons. These are the many changes I've made so far.
The boss shown is the cyclops boss from the first stage. His eye will be his weak point (obviously.) In order to avoid taking damage you have to time your jumps correctly. Enemy attacks are totally randomized so you never have the same time twice. a circular HP bar is also being used for the boss fights. each compartment of 10 HP points is equal to 30% (Same as the greek zodiac, thought that was interesting.)