The actual plot benefits from being as simple as it is - players shouldn’t have any issue figuring out where to go, interesting lore bits come from environment and characters

All characters from memory

  • Universal E
  • Captain
  • various crew
  • Iron Fist
  • Sapient horde guy
  • Lighthouse golem
  • Previous host
  • Last wizard
  • Nature spirit
  • Clay spirit
  • Sea devil
  • Crabman
  • Rock people
  • 5 wizards

What would a schedule look like for dev work?

  • An hour or two each day
  • Current Time sink would be getting all remaining mechanics working and polished ideally
  • Most time would be spent mocking up levels
  • testing should be a big part of this process but probably won’t be

Earliest possible release: 2-2.5 years (accounting for extra dev time)

  • 28 months
  • 6 months: Refine mechanics and fill out matrix. Create a couple test levels along the way to make sure everything works and is clear to testers
  • 4 months: Refine enemies
  • 3 months: Bosses?
  • 8 months: World whitebox layout and basic game structure
  • 7 months: Art passes and polish?

Ways to approach bosses

  • Most likely option: BFBB style, hit them a few times and win
  • Should I even waste time with them?
  • Seem to run counter to gameplay of whole game. Big bullet sponge bosses should be avoided in general. Most fights should be more like big puzzles - threat of a boss should be there but damaging him is kind of trivial?
  • Bosses that SHOULD happen: iron fist, horde crowd, captain brief fight, end
  • most of these are platforming heavy with the enemy only attacking you indirectly - this approach seems to be the way to go
  • How could other fights take this approach?
  • Treat these boss fights more like long platforming encounters than anything else

Potential testing format

  • hardtack labs
  • A bunch of level segments that can be shipped out to testers
  • From menu can view list of all segments along with date added
  • May be able to use addressables system to easily push new levels out
  • one-time use keys for play test? Is that even necessary?
  • From title menu players can test all levels in order, test all levels randomly, or select from big list
  • After beating a level: Player is given a quick form to fill out containing 1-5 star rating, 1-5 star difficulty, email slot
  • If each copy is linked to a single key, we could use this to associate it with a certain email at startup
  • Players could go back thru and be able to attach YouTube links to their past reviews

Ideas

  • Add a break in the arch by muscle beach: Clay spirit walked thru it when it tried to invade, can see this happen in the lab footage