Hi all,
It’s been a couple of months since I finished and released by first game, CATALCYSM, which you can check out (for free) here. I still have new stages coming for that game, but I’ve also been feeling the creative itch to move onto the next big thing for me. Unlike my previous game, I want to start this WIP thread from the beginning of active development, so I don’t actually have much to show for this project yet.
This is the game idea that got me excited about the idea of making games about ten years ago-- well before I had any idea I might be able to really do it someday. And, to be honest, I’m not 100% sure I can pull it off as I’m still a one-man “team”, but I’m ready to take a stab at it.
Anyways. The game is a 2D stealth/puzzler with obvious (but hopefully not too obvious) inspiration taken from the first two Oddworld games. The hook is that your character, a zombie, can take himself apart and control his body parts remotely. You’ll be doing things like taking off an arm, throwing it into some darkened area of a hallway to lure an armed guard towards it, and then sneak up behind him with the rest of your body to get the sucker’s brain.
But this zombie (I’ve been calling him “Brian”) doesn’t actually have any malicious intent. Rather than eating his foe’s brains, he “liberates” them. This is the primary goal for the game-- to liberate as many brains as you can. Many will be in glass liquid-filled jars, often at the end of branching paths through levels, but some will be collected from enemies. With the basic, human enemy, you’ll sneak up behind them, grab them by the throat and mash a button to squeeze. After a good squeezin’, the enemy’s head will burst and the formerly “imprisoned” brain will be yours for the taking. You’ll have to take brains to one of the brain escape hatches in the level, which will likely be labeled with a flashy neon sign saying “BRAIN ESCAPE HERE”. You can carry/throw brains, or you can use a simple gamespeak system to call them towards you (or tell them to stop).
One of the big challenges of this project is dealing with Brian’s animation on account of his arms and head being detachable. I’m quite sure that many of you would insist that I use Unity’s animation system, and tweening. But I’m going to stubbornly try to do it my ridiculous way first: The head, and body are separate sprites, as are the arms (though both arms are identical, but they’re separate game objects). I’ve written a rudimentary animation script that each body part will have many of. Each animation component is assigned to a public AnimationScript member in the inspector. When, for example, the body walks, it checks each body part to see if it’s attached, and calls “PlayWalkingAnimation” on each one. I only have one working animation at the moment, but it appears that everything syncs up properly.
The name, Nucliobrain, is what I’ve called this project for years, but I’ve realized that it’s absolutely terrible. The first name that came out of my recent brainstorm (hah) is “Cerebellion”. I Googled it and found that it’s already in use as an obscure prog metal band’s name. I’ll have to read up on the copyright laws when it comes to two completely separate products sharing a name. It’ll be a very long time before any of that matters, but I thought I’d let it be known that I have a better name in mind than “Nucliobrain”. hah
Here’s a short demo of the animation and basic limb gameplay working. The arms and legs will be coloured and detailed once I’m confident the movement all looks right. What do you think?