Development on my Monster Mash 2014 game is going slow, but amusingly. I'm thinking of renaming it from Pink Toilet World to Toilets, Meat, and Drugs. I've got most of the core mechanics down - eating, pooping, physical and mental health, items, and even farming.
I think this is shaping up to be the most mechanically driven game I've made in a while. Waker is all about art and story, Empty Chambers is about art and concept, and Digital Toilet World is about pooping. Toilets, Meat, and Drugs is all about exploration, choice, and survival. The game will take place in a small, but persistent world in which careless resource consumption and acts of destruction will punish the player in the long run. While this wasn't intended to be a political game, elements of environmentalism are managing to creep through in subtle ways, often via the mechanics. I've always been more of a "convey-da-thought-thru-da-plot" kind of guy, so engaging in "procedural rhetoric" is new and exciting for me.
Here's a dev screen - haven't gotten to world design yet. Just testing the items so, you know, items.
I think this is shaping up to be the most mechanically driven game I've made in a while. Waker is all about art and story, Empty Chambers is about art and concept, and Digital Toilet World is about pooping. Toilets, Meat, and Drugs is all about exploration, choice, and survival. The game will take place in a small, but persistent world in which careless resource consumption and acts of destruction will punish the player in the long run. While this wasn't intended to be a political game, elements of environmentalism are managing to creep through in subtle ways, often via the mechanics. I've always been more of a "convey-da-thought-thru-da-plot" kind of guy, so engaging in "procedural rhetoric" is new and exciting for me.
Here's a dev screen - haven't gotten to world design yet. Just testing the items so, you know, items.
And here's the complete growth chart for the player monster. Couldn't resist objecthead:
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