So we’ve come up with a great way to deemphasize death as a trivial mechanic is our SHMUP. Crazy, right? Who has ever played a SHMUP that didn’t require you to die 900 times? Well, not to say we’re doing much different, but how it’s presented will ultimately make you realize that you, the player, can only truly die once. This is despite a system of lives, checkpoints, and so on. I get the goosebumps thinking about this.
Unfortunately, a discovery I made while thinking over this concept was that it ultimately makes our main character sound like a terrorist on paper. Have fun figuring out what that means… or until I explain it another time.
Requiem is coming into focus. Gently, but surely. This is an architecture concept we’re going with – its intent is a very “industrial revolution” feel, with a lot of modern-esque ventilation effects on the roof for sake of greebling from the bird’s-eye view. The color is merely me playing around with a possible pallet for the city level – something hyper realistic and very warm. This will ultimately translate to a low-poly building asset, to be used probably over a thousand times in combination with different roofs, connections, and silhouette breakers. Next plan is to wreck this thing. Utterly.
G’night.
