Introducing Evo
So earlier today, I got that weird motivation again. I can spend weeks learning small new things, not making progress on any projects and generally not caring about it. What little I do works for me, and I do it when I can and, more importantly, when I’m awake enough or have motivation to do so.
Today, however, I sat down and really wanted to code something big.
I posted to the LD48 twitter feed, to my SevenSpace Games Facebook page, and to my Google+ account, then sat down to think. I wanted to set a theme, and instantly chose “Evolution” - a theme that always gets to the last voting round of Ludum Dare and a theme that never wins. I always have plenty of ideas for it, so I thought I’d pull one of them out of the hat and just develop a small game on that concept to self-promote and have a bit of fun doing so.
But then I started telling my friend about the concept. Here’s the exact text:
Imagine a side-scrolling adventure platformer, pretty simplistic as a concept.now add in my text box dialogue system from Calamity and an ethereal or supernatural over-see-er character who guides the player.As you progress, the levels obviously get harder and harder and over time your character aquires “evolutions” - powers that allow more interesting level design, harder or more varied gameplay, and genuine powers; stuff like double jump, ability to shoot energy from his hands, flying, maybe digging.During gameplay you aquire credits that allow further micro-customisations of a few “basic abilities” like movement speed and jump height, then every time you get an evolution it unlocks new things to spend credits on, so for example faster energy firing or more jumps past the double.There are many characters, a running plot, a nemesis of some kind, and it all looks pretty and is animated.
I naturally realised very quickly that what I had here wasn’t a simple jam-game concept. One of my Ludum Dare concepts had turned into a full game idea; probably my most ambitious to date in fact. I immediately set up the code infrastructure for the back-end function of the game, and started thinking of how to approach this. I’d promised a lot of people a game in a couple of days, after all.
So here’s the plan: in two to four days, depending on the time I have to work and my motivation to do so, I will release a small LD-style game named “Evo Mk 1.” This will not be a demo of the full concept, more of a proof-of-concept. It’ll be functional, it’ll work as well as you’d expect a small jam-game to work, and it’ll look and sound that way too. But it’ll represent the concept and provide a platform for more self-promotion and a platform to start an entirely new project from.
Evo will be a fully realised platformer, with characters and plot and events and a fully planned upgrade system and evolution system. Evo Mk 1 will be a fun little platformer made in a few days. I don’t know yet whether Evo will be a money-worthy product, but working on it will provide a lot of experience, and most importantly, fun.
I’m quite excited to have sat down and had a concept evolve in my head on its own for the second time. What started as a jam game could potentially earn me money in the long run, as long as my work ethic is good and I can find those little expansions to the concept that people will enjoy. I’m also already attached to my mind’s image of the main character of the game - surprise-surprise - named Evo.
I’ll post Evo Mk 1 and my general forward direction after the few days I’m gonna spend on it. Watch this space.
- Jonno