06-13-2012, 09:28 PM
How it started
This was an idea I made after playing Mini craft, that game Notch made for the Lundum Dare competition. I started to draw in my planner at school thinking of ideas what potential Mini craft's sequel, Mini tale, would be like.
However, my plans and expectations were, like always, too high. That was how I started on my own project, Momentary, about a game of one getting total revenge. I asked my friends at my lunch table if they'd help and three of them agreed.
I have a few sprite sheets
My first sprite sheets came from my Flip Notes (my page here) titled "Mini Craft Custom Character Sprites" and they have been improving ever since then.
Short story
One day, you find that no one is left in your village. It gets obliterated by black lightning. Your mission is to find out who is responsible for your instant hardships.
You go around the world of Ocho while overhearing people talking about a mysterious wizard named Clue. He has the power of many sky elements, including black lightning. You fight him to find out he isn't the culprit.
Then, you find a haunted manor with a scientist who has been claimed a mad man and has been using black lightning. Find out he isn't the person who caused your village to disappear. He the assigns you to find a special ore to fuel his rocket.
You go to a city that has its power supply from the ore that the scientist needs, but it is closed. The city's generators are ran by this person who owns a hoard of gangster robots. Upon his defeat, you obtain the ore and go to both Ocho's moon and its star that orbits the planet.
The scientist will give you a list of materials he needs you to get. You only do this because you have nowhere else to look for who is responsible of your village. After the end of the moon and star, you get the eternal grant allowing you to fulfill your greatest desire.
Beat the final boss and happy ending (yay!).
Gameplay
Now, if your questioning on how the heck would so many places work in the overworld, I thought up of a simple solution. In Legend of Zelda 2, you find towns and dungeons to enter. They are one tile, but open up to a whole new lay out. Same with Momentary, except it is always in bird's eye view.
A lot of places like forests and caves may require a certain tool level, beat a boss, or something to be done in order to open it up and proceed. Enemies spawn from these places and villages repel spawning. If possible, this game will have a random world spawn since it does require building.
Conclusion
In the past edits from then to now, I have found a lot of things to fix (not to mention remaking sprites due to "accidents"), but what do you think? I've never heard of a game with a very deep story before (correct me if I'm wrong) and I thought it would be interesting to try to encourage players to go further into the game's story in order to gain more materials and power up further. If you have any further questions about it, I will happily answer them. Or, if there is anything I should add to this thread, please tell me (I feel like I may have missed something).
This was an idea I made after playing Mini craft, that game Notch made for the Lundum Dare competition. I started to draw in my planner at school thinking of ideas what potential Mini craft's sequel, Mini tale, would be like.
However, my plans and expectations were, like always, too high. That was how I started on my own project, Momentary, about a game of one getting total revenge. I asked my friends at my lunch table if they'd help and three of them agreed.
I have a few sprite sheets
My first sprite sheets came from my Flip Notes (my page here) titled "Mini Craft Custom Character Sprites" and they have been improving ever since then.
Short story
One day, you find that no one is left in your village. It gets obliterated by black lightning. Your mission is to find out who is responsible for your instant hardships.
You go around the world of Ocho while overhearing people talking about a mysterious wizard named Clue. He has the power of many sky elements, including black lightning. You fight him to find out he isn't the culprit.
Then, you find a haunted manor with a scientist who has been claimed a mad man and has been using black lightning. Find out he isn't the person who caused your village to disappear. He the assigns you to find a special ore to fuel his rocket.
You go to a city that has its power supply from the ore that the scientist needs, but it is closed. The city's generators are ran by this person who owns a hoard of gangster robots. Upon his defeat, you obtain the ore and go to both Ocho's moon and its star that orbits the planet.
The scientist will give you a list of materials he needs you to get. You only do this because you have nowhere else to look for who is responsible of your village. After the end of the moon and star, you get the eternal grant allowing you to fulfill your greatest desire.
Beat the final boss and happy ending (yay!).
Gameplay
Now, if your questioning on how the heck would so many places work in the overworld, I thought up of a simple solution. In Legend of Zelda 2, you find towns and dungeons to enter. They are one tile, but open up to a whole new lay out. Same with Momentary, except it is always in bird's eye view.
A lot of places like forests and caves may require a certain tool level, beat a boss, or something to be done in order to open it up and proceed. Enemies spawn from these places and villages repel spawning. If possible, this game will have a random world spawn since it does require building.
Conclusion
In the past edits from then to now, I have found a lot of things to fix (not to mention remaking sprites due to "accidents"), but what do you think? I've never heard of a game with a very deep story before (correct me if I'm wrong) and I thought it would be interesting to try to encourage players to go further into the game's story in order to gain more materials and power up further. If you have any further questions about it, I will happily answer them. Or, if there is anything I should add to this thread, please tell me (I feel like I may have missed something).