Some of you might remember a game I started work on early this year and started brainstorming in December. It was an inflation/weight gain/object inflation Metroidvania. Unfortunately, I recently had the displeasure of a system drive failure. I lost three updates I was queuing up to release and a LOT of progress, and given the will-breaking experience of that happening, I dropped that concept. I still have the files for an older version I can reference code for.
After leaving it alone for a while and playing all the way through Metroid Dread (five times, in fact) I have decided to revisit it, but in doing so, to also change the concept a bit to reduce scope and generally to make it easier to mess with.
It’ll still be a 2.5D game, but I’m ditching the object inflation aspect, as well as the concept of having a character that can inflate others in general. I’m going to focus only on the inflated character I had barely started to work on.
And, this time, I have a direction to go with it!
The idea is to have the player play as a sort of inflatable drone (name still pending, looking for suggestions on acronyms that include the words “Modular”, “Pumper” and “Drone”.
A space station has just been hit by [insert spacial object or event or bad actors], causing several systems to go offline… Including the water pumping system for the ship. As the ship’s drone, it’s your job to be activated, head to your first area (obtaining an item to open a type of door on the way), and begin taking on water from tanks and moving them to specific recepticles, to provide water to various important structures to tide them off while maintenance works on repairing the pipes.
As you fill with water, you get bulkier and heavier, moving slower and not jumping as high.
Throughout the game, you collect items to progress.
Currently planned for that:
An item that interacts with doorways.
An item that allows player to generate steam.
An item that allows player to move fuel.
Any suggestions for items, names, puzzles, etc. are welcome, as well as feature suggestions!
Also suggestions on how to make Dread/Samus Returns style free aim work in Unity.
The goal is to have it be possible to use a controller to play the game, so normal mouse aim wouldn’t be prefferred (though I’m very likely to include an option to turn it on)