On being a Spark in a world of MAD SCIENCE!
over 3 years ago
– Thu, Sep 10, 2020 at 11:11:15 AM
Being a Spark in a world of MAD SCIENCE!
Agatha is a Spark, and you, the player, get to experience the power of being a genius in a world of MAD SCIENCE. As Agatha certainly can pack a punch in combat if need be, she has other strengths too. Inventiveness, a sharp wit and a powerful inner energy are also exciting properties of being a Spark. A magnetic personality and charisma creates strong bonds between people, and minions bend to your will. As you explore Castle Heterodyne, Agatha's power as a Spark will grow, inventing new tools to handle problems, solve puzzles and fight enemies.
We certainly want to capture the Spark experience, particularly in "Spark Moments", where Agatha goes into a trance-like state when inventing or solving problems & puzzles. We are considering how this should play out in gameplay. An example of a direction for this i've thought of:
Agatha is building a Grapple Gun on the workbench. Initiate Spark Moment. The world slows down around you, and the camera is laser focused on the workbench in front of you, with a focused vignette on the camera. There are parts strewn on the workbench; cogs and wheels, screws, a gyro accelerator... They glow in golden light, and... sing to you, in their own way, also when you interact with them. Follow the blueprint "in your head" presented as a design, floating in air above the workbench. Place the correct items available into the correct "slots" of the design, and do it before the Spark Moment runs out of time, and create a Grapple Gun.
We want to be careful with issuing too much of the ideas unto official paper right now, since parts of these designs need to be playtested further, in the early stages of game development. It is important that we don't promise too much of the features at this point, since we need to test and find the most fun mechanics, while not overscoping the project.
In short; we want to allow certain tools to have different useages. For example the Grapple Gun, which allows you to traverse over gaps to a grapple point, but also, for a potential upgrade, allow you to pull back drawbridges that are closed. Ideally, this item would also be useable in combat, as a ranged attack that pulls an enemy closer to you for example.
I also think that the player should have different tools for different situations. For example, bombs that can both break weak walls, and again; be useable in combat as a damaging weapon.
We've discussed the upgrades and modifiable items system internally, and it's still a little bit loose, which is fine for now. My most important guideline for now, is to create an engaging Metroidvania experience with a strong focus on Exploration and Discovery using different items and character abilites.
Also, remember the Dingbot, which gives it's unique flair to Metroidvania exploration, with it's smaller physical size, and component upgrades for new ways to explore and solve spatial puzzles.
In the end, we want the players to feel cool and smart when exploring, with an interesting toolbox of items and abilites, and giving the players the experience of being a Spark in a world of MAD SCIENCE!
Thank you for reading, and for your support so far! <3
If you want to explore this world as much as I do, and make this game come to life, please help share the campaign in your communities, with your friends and on your Social Media. Please follow us on Twitter where we post regularly as well, and help retweeting. Thanks!
- Kenny
Twitter: @raingames_kenny & @rain_games
Rain Discord: https://discord.gg/vS3pydZ