New Level Series Ideas
Posted: Wed Feb 24, 2016 5:23 pm
So, I still have interest in creating some kind of level single player level series before it becomes impossible or before there are no more Drakan fans lurking about to play it. I have been playing with ideas and testing some things here and there and I think I'm going to break it down like this:
The gameflow will mostly revolve around a central hub, similar to how Drakan TAG had you coming back to Surdana frequently, only I would compare it more to Assassin's Creed 3 where you have a "home base" that you can build upon and expand with people and houses/buildings and you can return here anytime while you play the main story.
The main story itself can probably be completed in a few short hours if you skip all the side content, and it will (MAYBE) be done in a non-linear fashion, where you can play at least several different main story parts in whichever order you wish.
The side content is tied in directly with expanding and building your village. You can find and help people throughout the game that will join you community and provide you with skills/resources to access side-quest areas. I sort of stole the idea from Dragon Age Inquisition, where, for example, you might come across a broken bridge that you cannot cross, but with bridge materials provided to you by a community member, you can repair the bridge and access the area.
If you want to get the most powerful weapons and armor, ALL side content will have to be completed (and perhaps even affect the ending). Some unique items will require puzzle solving to get and the hints and clues to solving these puzzles will be found in the form of books you can read when you come across them or conversations you can listen in on. All of this is done essentially to extend game time without having to continuously design new areas.
It will also be primarily all ground levels, but with side content that features dragon riding, simply because of the nature of how it's designed (mostly to save time making this thing and because I'm not as good as I'd like to be). I plan on making the environments as unique as I can with what I have, in that they will hopefully be different from the environments in OOTF. I want to have large open areas that are explorable instead of the winding tight areas of the original. I've been downloading landscape photography like crazy to get ideas for how some areas will look.
I am looking for other ideas and/or input, questions, etc. Not everything I'm playing with may work out, and there may be more that I haven't thought of yet. Let me know what you'd like to see, as long as it can be done, I suppose.
The gameflow will mostly revolve around a central hub, similar to how Drakan TAG had you coming back to Surdana frequently, only I would compare it more to Assassin's Creed 3 where you have a "home base" that you can build upon and expand with people and houses/buildings and you can return here anytime while you play the main story.
The main story itself can probably be completed in a few short hours if you skip all the side content, and it will (MAYBE) be done in a non-linear fashion, where you can play at least several different main story parts in whichever order you wish.
The side content is tied in directly with expanding and building your village. You can find and help people throughout the game that will join you community and provide you with skills/resources to access side-quest areas. I sort of stole the idea from Dragon Age Inquisition, where, for example, you might come across a broken bridge that you cannot cross, but with bridge materials provided to you by a community member, you can repair the bridge and access the area.
If you want to get the most powerful weapons and armor, ALL side content will have to be completed (and perhaps even affect the ending). Some unique items will require puzzle solving to get and the hints and clues to solving these puzzles will be found in the form of books you can read when you come across them or conversations you can listen in on. All of this is done essentially to extend game time without having to continuously design new areas.
It will also be primarily all ground levels, but with side content that features dragon riding, simply because of the nature of how it's designed (mostly to save time making this thing and because I'm not as good as I'd like to be). I plan on making the environments as unique as I can with what I have, in that they will hopefully be different from the environments in OOTF. I want to have large open areas that are explorable instead of the winding tight areas of the original. I've been downloading landscape photography like crazy to get ideas for how some areas will look.
I am looking for other ideas and/or input, questions, etc. Not everything I'm playing with may work out, and there may be more that I haven't thought of yet. Let me know what you'd like to see, as long as it can be done, I suppose.