[WIP] Adventures in Candyland

Adventures in Candyland (<- Working Title) is a pretty newly started project. It is going to be a time-based platformer, which means that many levels involve getting help with opening doors from your past self. Alot of inspiration is taken from "Adventures of Shuggy", which has a few really challenging levels using the time-based concept - but they let go of this amazing concept before exploring it enough!

So far most of the core-programming is done, and from now on everything is a question about game- and art-design. What features and game-mechanics do I want? What is needed to make it interesting, what is just too much?

Will a candy-based theme be good, will I be able to make it happen? Or would a space/futuristic-theme be cooler and more fitting for this kind of gameplay?

Game-design decisions to be made and gameplay improvements that still needs to be implemented:

Candy or future?
Cute or crazy hero?
To make it interesting, does the hero need more abilities than being able to double-jump?
Level-design! What is interesting, what isn’t? What is hard and fun, compared to just being too frustrating? Trial and error levels incoming!

To-do list:
Time-based gameplay
Lava-pits, spiked walls and other hazards.
Moving-platforms and rotating obstacles.
Artwork!
Making it easy to fit the artwork together in the mapeditor. (We’re using TMX Tiled Map Editor).
Alot of levels of different difficulties.
Unlockable themes/levels?

Christmas theme for christmas? =D

Over and out, updates coming soon!
Jonas

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