On Great Angry Mountain
I’m very excited to begin work on this new title for the MicoJS Game Jam!
I officially began today with the design and concept phase. I can not really say that I have finished this phase, but I have enough imagination juice to get working on something
The biggest struggle will be scope limiting. Too often it is too easy to continue thinking “Well, what if!” and then one gets stuck with a half complete unfinished disaster that has too many fun ideas but no game.
Rant aside, here are the core ideas I’ve decided on.
The “story”:
Draoi (pronounced “Dree”) is a wizard that spends most their time in the woods alone studying plants and symbols. One day they are suddenly made aware of a darkness spreading in the woods. Investigation leads to the source of the darkness, a mountain buried in the woods. At the base of the mountain are four great pillars, each with deeply carved runes (Ogham) in front of a massive door. The door is shattered and the entrance to the mountain dungeons ooze a foul darkness.
Draoi’s shillelagh seems to be pulling into the darkness, and the knot at the end begins to glow with a strange energy. Understanding partly what must be done, Draoi enters the cave to recover the energy of the Ogham pillars, and reseal the mountain.
Theme
I jumped around quite a fair bit in deciding which theme would best fit the ideas jumbled in my head. I wanted to do higher and higher and have Draoi be a mountain climber. I thought maybe Draoi could use the magic shillelagh to fix shattered time. I even floated the idea of Draoi being in a dream state in space … I ultimately decided upon “On/Off” hoping the idea that the player must enter a dungeon an re-activate the pillars by engaging each rune in turn will apply well to this theme.
Other
I’m still planning how the overall game design will go. So far I’ve tinkered with some graphics and am still reading the MicoJS documentation to try and figure out how everything works. I’m hoping the framework will allow me to have enough room for the 5 map areas necessary (I may need to pick a reduced size for each dungeon).
Layout:
- Title Screen.
- “story” image.
- Aicme Beithe dungeon
- Aicme hÚatha dungeon
- Aicme Muine dungeon
- Aicme Ailme dungeon
- final dungeon, Forfeda
- Roll save the day scene.
Each dungeon will be top down like a classic Zelda style game where Draoi has to explore and revive the Ogham Energy for the sealing pillars.
I’ve thought about having the magic shillelagh have some powers that enhance with each collected rune. But this may need to be reduce heavily to fit.
Combat is another thing I’m wondering about. Do I want to have some sort of evil monster that Draoi needs to conquer while hunting for the missing ogham energy? Or should I have the shillelagh be used instead for altering terrain to solve “map puzzles” (I like this the best).
I’ve also floated the idea of a point system based on time to completion and other collectibles. I really love a good collectathon