Featured 'Escape Condition' - A Time travelling philosophy game

Discussion in 'Game Design' started by Steve Br, May 21, 2020 at 7:09 PM.

  1. Steve Br

    Steve Br New Member

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    My first indie game is in the works - it's a time travelling philosophy game as the title suggests, where the player attempts to wipe out a virus of sin destroying humanity. To do so, they'll use time traveling devices to enter both the past and future, finding roots and outbreaks of the virus as it ruins humanity and the environment.

    Evidence of viral contamination: Acidic Flooding


    Here's an example of the time traveling code at work, the same map in two variations of the future:

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  2. Steve Br

    Steve Br New Member

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    Added more environmental feedback for when the world's Divinity level changes.

     
  3. mathieu

    mathieu New Member

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    Looks so good.
    Can you tell us more about the storytelling?
     
    Steve Br likes this.
  4. Steve Br

    Steve Br New Member

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    Sure, since sin is a virus that you're tracking down, you need to go to the future to kill its eventual outbreaks, or the past to kill its roots. The problem is that divinity is the only way to travel to the past, and science is the only way to travel to the future. Depending on which you chose each "day" (a science mission or a divine mission), your rewards will differ - including gear pieces, amulets and XP boosts that help you in more difficult missions.

    The core of the game is a philosophical discussion of what balance between divinity and science people will need to tackle an uncertain future.

     
    #4 Steve Br, May 24, 2020 at 8:53 PM
    Last edited: May 24, 2020 at 9:07 PM
  5. Steve Br

    Steve Br New Member

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    WIP Post (I'll update all images here and eventually plan a time laps)
    -Painting DePig - the primary vendor whose shop will magically appear throughout the game

    Since the menus will feature art and not 3d animation, I have to leave a lot of negative space for buttons. To avoid wasting time, I first mocked up the menu need based on data (how many items per column etc.) then started painting in the area that was left in Clip Studio.

    One advantage to solo development is you don't need to get anything to a pre-determined state of being finished b/c the information doesn't need to be translated for another person on the team. So for now this will be done enough, picked up whenever I feel like taking a break from programming:

    [​IMG]
     

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