No context sudden need to make a tiny game with jumping voxels and desaturated colors. I've no idea what it's about, except I named all assets in #TokiPona, and my mood was involving some kind of lazy melancholia.
I guess it could become a random walk in a quiet forest, with occasional dialogues and chill beats in the background.
Seems like I'm making a custom pixel font for this game. The good thing is #TokiPona uses only 14 letters and capitalizes only names, so it's way faster and easier compared to regular fonts.
I'm trying to give it some kind of natural, script vibe. A bit cryptic, maybe somewhat Elvish. I could have used sitelen pona glyphs, but it would be way too much work for now. I want to have fun making this.
This forest is growing out of control. There are now different height levels and both characters can walk on specific terrain, so you have to swap between them to reach some otherwise inaccessible places.
The lagomorph can hop on logs and the batracian can swim. It's not pictured here because the GIF would be huge, but it works!
As I kept increasing the map's size to cram more stuff and design more intricate levels, I started to feel the need to come back to the dreamlike simplicity of the beginning.
Paradoxically, the world feels endless when it's tiny but floating in a misty void. As soon as it grows bigger than the screen, its physicality turns the poetics of contemplation and mystery into the usual video game exploration trope.
@ice For some reason, I've always felt that the exploration style of the first King's Quest game possesed a certain purity/charm to it that I seldom feel elsewhere. Something about the empty, completely 'useless' sections of forest and land you would go through, combined with the non-scrolling camera and the small protagonist walking slowly across the screen in whichever direction you had pointed him in... just worked.
I wonder how much of this feeling is at work in your project :)
@detondev I haven’t played it but yeah, I see what you mean. I think the last decades saw a shift towards "open worlds" and big levels have become the norm. We had levels as microcosms, framed paintings almost, and the world was a fragmented abstraction.
Nowadays, the camera makes the player the center of the world. Which makes me think I should probably use a fixed camera, mmmh... I don’t know yet, but you’re right, there’s something about this I have to explore further.
@ice IMO, although the general trend of game design has been towards increasing immersion by upping the graphics & putting the focus on whoever the player *is* in the game, I think many indie games lacking the budget for that stuff could benifit from this kind of style, where it feels more like peering into another world, watching a moving painting instead of a movie.
Also, King's Quest I is on archive.org, in all it's shitty 80s game design glory :P
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