So,
Metroidvania Month 7 is rolling around again (I missed month 6 for IRL reasons) and I thought
after last time I'd take another crack at it. Also a special shout-out for inspiration from Touhou Jam 5, where one group of madmen made a
little mini Windwaker in
three sodding days.
Luckily, there's still a day or two before it actually starts, so in the meantime I'd thought I'd offer everyone a chance to pick a theme. Of the following prompts, which most piques your interest?
[ ] Concept 1: Postnuclear Robots On Ice (Third Person Shooter)
- Postnuclear world. You are a robot. Everything else is a robot. All the humans are dead.
- Ice/Ruined Industrial setting; frozen pipes, snow, ruined machinery, wasteland; cyberpunk meets Metro 2033
- Abilities: Torch (melt ice), Grapple-hook, Remote Drone, limited jetpack (hover/double jump), assault rifle
- You are a broken robot
- Your enemies are broken robots
- Goal is to perform the pre-coded tasks you were originally built for even if they are all obviously meaningless now
- Happy Times For All
- It's like, social commentary or something
- Can definitely be done within the timeframe
[ ] Concept 2: 6DOF Space Archaeology (First Person 6DOF Exploration)
- Explore abandoned space stations! In space!
- Player is an astro-archaeologist. You investigate space hulks to piece together what happened, a little like Return of the Obra Dinn without the rewind mechanic
- Must also manage air/power supply (survival elements)
- Rooms can be pressurized / powered / unpowered etc
- Abilities: magnetic grapple (pull-to-surface), RCS pack (6DOF movement), cutting torch, taser
- Must correctly determine sequence-of-events / what happened to wreck the ship
- Can definitely be done within the timeframe
[ ] Concept 3: Shinto Shrinemaiden I-Can't-Believe-It's-Not-Ico Extravaganza (Third-person puzzle/explore/action)
- Mucking about with the Shinto concept of purity and running water; it's a game about water puzzles
- So a sufficiently large fantasy shrine complex has been overrun with youkai; you should probably object to that (and also protect your kami)
- Player has a naginata and a moveset built around knockbacks; your goal is to smack enemies into environmental hazards (ie waterfalls / running water) to leave them open to a finishing strike
- Impurity mechanic; you can cleanse/purify a given thing by washing it; shove it under a waterfall, aim a pipe etc. Water must be flowing.
- We're talking Windwaker / Mario Sunshine levels of 'water mechanics' here; anything involving physical water simulation is
right out
- Kami is secondary NPC / your walking savestation / HP regenerator / door unlocker. Movement abilities relate to pulling you to her / her to you. Can be ordered to go to specific locations / stand / follow / etc. Can only move through/over purified areas.
- Basic gameplay progression: enter room -> get water flowing -> clean up enemies -> clear path for kami -> next room
- Other movement abilities: walljump / double-jump / ribbon (swing on hooks / pull things around remotely / dangle over ledges for kami to climb). Naginata can also poke stuff at a distance.
- Maximum weeb making it awkward to show off to family members (<_<)
- Can definitely be prototyped in the timeframe, jank inevitable
[ ] Concept 4: Procedural Bloodborne-esque dungeon-crawler (Third-person Stab-Dodge-Stab-Crap-"You Died")
- TL;DR 'make the Chalice Dungeons not shit'
- Have been working on a procedural dungeon generator for a while now; this is basically an excuse to put it to work
- The Kingdom Dungeon is an infamous Dungeon in the wider world; one where an ancient heretical kingdom attempted to control the Gods themselves. It ended poorly for everyone, and even now, centuries later, it's still causing problems and raising the dead to haunt the living.
- You control the Redgrave Mansion, originally built by the Redgrave Family, tasked with containing the Kingdom Dungeon until they went insane and were purged by the Church, replaced by the Genoire Family, who went insane were purged by the Church, replaced by the Delmont Family, who etc...
- Typical Bloodborne-esque third-person dodge-heavy action; the focus is more on generating level layouts that aren't catastrophically awful to play through. See
cyclic dungeon generation, graph grammars, these two talks on modular level design (
1,
2) for the asset-side of things
- Metroidvania abilities: swinging hook, mist-form (improved dodge / dodge through grates and bars), time-slow, time-stop
- Delve into the dungeon for artefacts / curios / to assassinate troublesome bosses, bring stuff back to your mansion ('If Darkest Dungeon Wasn't Turn-based')
- More abilities you get, more likely the Church will start getting paranoid
- Fixed seed per game (ie it doesn't regenerate every time you delve) so metroidvania exploration aspects remain intact
- Get purged/family-wiped generate a new family name, new family installed, ball keeps rolling
- Can definitely be prototyped in the timeframe, but likely to be missing features (priority is on dungeon generation over the mansion side of things)