That said, there have only been about a dozen sunny days all summer, so the rest of the time I've been full swing on The Swindle, my new steampunk cybercrime caper game. It's going really well, but I'm still laying the groundwork, really: the basics of movement are there, and the level editor's in. It's now just a case of getting enough game elements in to actually make a workable prototype of a level.
I'm still not entirely sure what the solution is - I'm considering making death a temporary inconvenience progress-wise (similar to the Vita chambers in Bioshock), but a massive inconvenience in terms of in-game currency (which is what the game's all about). It's a difficult juggling act, and I'm still not 100% sure what the solution is...
Well, because I'm making a game about stealing things I'm keeping a close eye on Monaco and Subversion - both handle the concept VERY differently to mine, but it'll be interesting seeing how they go about certain gameplay elements we're bound to have in common.
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