![]() The story deals with themes of community and social acceptance, as well as the relationship between society and technology. She finds herself in a new place, in a new set of circumstances, and she takes up the burdens of a group of people living there, in hope of regaining something she had lost. ![]() 'This question sort of breaks down into a story angle, and a gameplay angle. We don't want to go too far in depth story-wise (part of the joy of the game is discovering it yourself in real time!), but we will say that our Heroine is something of a tragic figure, and the player will learn that her actions reflect a deep desperation. The gameplay and art style draws heavily from the classic topdown adventures and Rpgs: Legend of zelda, startropics 1 & 2 link to the past links awakening secret of mana chrono trigger.' While Mark had envisioned the project as originally only being a 3-month prototype, it sort of snowballed into being the fully-fledged game we are now targeting. We discussed it and decided that it would be more time-conscious to produce a sprite-based game in the 16x16 tile resolution, with the 2.5D concept being a project for later. ![]() I had also had plans for one day working on a topdown adventure- the logic being, it was a format where the assets could be quickly created, thus allowing a much larger proportion of the development time to focus on gameplay design. ' The Hazelnut Bastille project resulted from our long term, independent plans being combined into one production concept: Mark's idea was to create a prototype of a topdown adventure in a 2.5D art style- it would feature 3D models, but with an orthographic top-down camera.
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