PROLOGUE (
skippable): I am having trouble figuring out where to post this since it's not only about one artistic medium, but I feel like I should show something for the last year to a community that I feel such a part of. I also kind of feel like I owe an explanation to some people who have PM'd me and might have wondered where I went after 2012.
BACKGROUND (
skippable): My name on here is Poonyen, but I also use the name Simon Swerwer to make music for DF. I've been lurking mostly, and working IRL quite miserably but necessarily; all the while waiting to find a quiet place like my apartment in the Netherlands to concentrate, compose and record. I suppose that since I've started playing DF, I've been inspired by Toady and his brother to finally try to learn how to code a game, to push myself beyond just composing music to what I consider to be the next step in human narrative transmission: PC video games. I started out in 3D (like the masses of newby programmers thinking they can pull that off in the beginning), learning random midpoint displacement, quaternions and whatnot. Even genned a 2xEarth-sized explorable world with oceans (a la Outerra):
That thing in the center is an unassembled human. That orange horror is the sky. No comment on the "trees". Yeah, I'm not great with the GPU pipeline yet. But when I started adding trees that mysteriously began to slow down everything^-1, I caved. I went to ASCII for a day or two. But finally I settled on a 2D platformer game. The planned features are written out. It'll be extremely hardcore survivalist (the obvious genre of our time) and, when I get to higher design phases, dynamically and sporadically story driven, but I'll keep that under wraps for now
One of the features, climbing, I was able to finish up to alpha in December.
THE TLDR (
please read): I've uploaded an unlisted demo video of my attempt at indie game design
here:
http://www.youtube.com/watch?v=pI0xJ_Awcgc. There's a improvised song along with it to hopefully make watching...uh...I called him "Skippy", bearable.
FEEDBACK REQUEST (
please read): If possible, I'd love to hear what you'd fear in a game like this. Don't mind the rapid transformation from ragdoll to animation. I will start working on transitional interpolation soon. Same goes for the obvious and ugly square grips. In fact, ignore the visuals! It'll probably look less finished in the end. I might go for a Zeliard/Prince (orig.) aesthetic. The controls I used to move him around are literally only left, right, space and the left and right mouse buttons. It's difficult, but intuitive (with practice), I'd say. I'd also be willing to upload a playable version so you can clamber around (pointlessly, I'm afraid), but there's some cleaning up to be done first.