Well. After much deliberation I've decided to take a radical change of design to appeal to the independent gaming scene.
First off I wanted to show my appreciation for MMF2. It's a great piece of software and in recognition of this I decided to make all the backgrounds using the default background object graphic. But! That would be ridiculous on its own, so I decided to use the colour assosiated with each region as an outline. In the initial area this is purple.
However! I thought that it might have been too dark initially so I used a bright purple- aka Pink.
I also decided on using a photograph of some water I took as water. And if you look closely I even managed to make a surface that uses a different part of the original photo. That's what I call attention to detail. I also created a really clever system that detects how fast the player is moving and creates speed lines. I believe this makes the player faster.
In relation to the first point of using MMF graphics to form the game I decided to also construct the player from the default Active Object graphic. Only to show his expressions I gave him legs, hands, eyes and a tash. This comes into play later in the game when you need to observe his reactions to form a cognitive outcome.
And speaking of that cognitive design also plays a psychological part in subconciously guiding the player through different routes. This is enabled through the background graphic which I accidentally flipped 180 degrees. The lighter colour demonstrates to the player that this route is lighter and easier.
Most of the engine is still intact. Physics, water, DLC, co-op, big arse bosses, gameplay. But they have been deactivated to appeal to a more casual gaming crowd, to be in fashion as it were.
Although we are upping the OST by creating 120 tracks.
I'd like it if the motion blur was always on so you'd always feel fast. But nooooooo, you try this "casual" marketing ploy while secretly taking bribes under the table from the hardcore crowd that thinks you need to earn motion blur!
I'm going to go huddle up in a ball in the nearest corner with my tail tucked under whilst sucking both of my thumbs now. *Does all that and has heart attack for no reason*
Oh so the health. Yea. You see when you take damage it decreases, but it's possible to fill it back up with healing bits or potions. It's a concept I took from watching Casualty.
Now now dr. james. Let's be a little original in the indy game genre. Why not actually have higher contrasting colors then you do now? I'm sure it'd help the visibility a bit more.
(Cough.Someone else peeved at the indie game conference i take it.Cough)
Wait, forgot. How come there's no other screenshots of this thing? How bout a 4 minute video either? That would really show the motion blur and water in action. Better yet, why not give the bright colors a neon glow sort of?
(Okay, okay. I'll stop. Please Indies, don't send me viruses. I don't take money from microsoft...Yet.)
All guesses have been way off so far. A few of us know and that secret will go to our graves *cue dramatic track 117*. Comment edited by Dr. James on 3/29/2009
Won't the noobs be confused as to whether black or white is the easier path? I mean, light is really harsh when you come out of the dark, and the dark is where the creatures lurk under your bed...