Sunday, August 12, 2012

First Post and Design Thought Process

My deepest apologies for taking so long to post to the blog. I'm still moving stuff between my old office at the Temple of Silence and my shiny, new office at Commonwealth Industires.

For those of you unfarmiliar with me, I'm Mike Daly. Up until about a year ago, I was coding Information Dissemination software for the Temple of Silence. Then, out of blue, I get asked if I'd be interested in creating a game to promote the positive identity of the Commonwealth. I've always had a love for making games, so obviously, I took the job.

Levi and I really wanted to create a game that would embody the power and spirit of the Commonwealth. We also wanted to make sure that we didn't promote any themes that could potentially tarnish the Commonwealth.

One of the little-known services that the Commonwealth provides is protecting our free skies. Great men and women put their lives on the line everyday to protect us folks from the evil that threatens to destroy our safety and way of life.

We thought that this thankless service provided by these brave folks is a shining example of the positive influence that government can have. So, this is where The Seeker started.

The idea was to make a non-traditional top-down flying shooter.

Gameplay
Starting off, we knew we wanted to create a game that did not focus on mindless shooting. Not only are there civilians to worry about, but most Seekers do their work in large cities where a poorly aimed shot could mean millions in property damage or lost lives. Seekers have a duty and obligation to efficiency. They attack only when logic dictates.

To us, what this really meant was we should be creating a puzzle game. Information must be gathered, traps must be set, contingencies must be determined all before the Seeker could do his job. So, we had that core tenant. You enter an area, you solve some puzzles that get you close to the 'Seeked' and then, only when you're absolutely sure, you carry out the rest of the mission by destroying or capturing the target.

The hardest part of the design process has been filling out the middle part. A few mechanics have been discussed, but nothing that has made us so excited to move forward. This decision will make or break the game in terms of fun.

More to come..

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