So the more I think about the time constraints, the personnel constraints, the fact that we would have to make our own game engine and level editor from scratch, and the universe in general, the more i decide I need to scale this down to be a viable idea. Behold: Unfathomable! Now with one less dimension:
Other than that it's pretty much the same idea i had before. Submarines doing impossible things like loops, barrel rolls, and DOGFIGHTING. I'm sure you've played something like this before, flash games like this are all over the internets. Here's some examples for the uninitiated: Dog Fight, and Effing Worms!
With 2 dimensions we can still have unique, interesting level designs, possibly more so than with three dimensions. We can still make it beautiful and have fun lighting and rendering effects. We can still have a scary dark level where you fight that anglerfish from Finding Nemo. You can still have Cthulhu. Now it's just a lot more simple, feasible, and maybe even more fun.
Instead of an "open world" it would probably be better for the overall gameplay to be a set of "linear" levels, one after the other. Example: intro level. Go through around on the seafloor, fight some bad dudes, build up to a big giant submarine fight or sea monster, finish the level, upgrade your stuff, next level. Levels themselves don't need to be perfectly linear in a sense, there could totally be a couple of different ways to beat each one.
Just imagine the art style as more in line with what the first pitch showed, though. That there is more of a "gameplay" description, i guess...
Well here it is. Wish me luck, presentations are in fifteen minutes.
Other than that it's pretty much the same idea i had before. Submarines doing impossible things like loops, barrel rolls, and DOGFIGHTING. I'm sure you've played something like this before, flash games like this are all over the internets. Here's some examples for the uninitiated: Dog Fight, and Effing Worms!
With 2 dimensions we can still have unique, interesting level designs, possibly more so than with three dimensions. We can still make it beautiful and have fun lighting and rendering effects. We can still have a scary dark level where you fight that anglerfish from Finding Nemo. You can still have Cthulhu. Now it's just a lot more simple, feasible, and maybe even more fun.
Instead of an "open world" it would probably be better for the overall gameplay to be a set of "linear" levels, one after the other. Example: intro level. Go through around on the seafloor, fight some bad dudes, build up to a big giant submarine fight or sea monster, finish the level, upgrade your stuff, next level. Levels themselves don't need to be perfectly linear in a sense, there could totally be a couple of different ways to beat each one.
Just imagine the art style as more in line with what the first pitch showed, though. That there is more of a "gameplay" description, i guess...
Well here it is. Wish me luck, presentations are in fifteen minutes.
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