A small blog today (I know, I know, 'Halleleujah'). Today is battle day.
As I have said, previously, I am not keen on random shooty-stabby violence at this point in my career. It is dull. It is easy (or as easy as anything is when making games). I'd rather not engage with it... unless there's a twist.
The twist, in BeMuse's case is that every tricksy, evil entity in this world has a 'name'. Names are made from several words of power. Anyone remember the 'Weirding Module' in David Lynch's movie adaptation of Frank Herbert's 'Dune'? That. Today is the day all of that goes in properly. Wish me luck.
Names are both a weapon and a weakness. A Demon's name also shifts over time. Is it because their names are long, and they only reveal small segments at any time, or are Demon names constantly shifting by nature? Are they linked to outside forces? Who knows. I'm hoping folks will lie about these things sometime.
In the meantime, I'll proffer the latest screenshot.
Edit: the battle system works! Tomorrow, feedback and polish.
10/12/2013 05:06:28 am
Nobody leaves comments here, idk why
12/28/2013 09:48:01 am
There are too many comments on the next post to assume you'll read this if I post this there, but let me tell you, just in case you read this, that we are the demons of your production - just imagine us as separate demons, and use us as your inspiration.
12/29/2013 02:52:54 am
My production requires no more demons than are currently present. :-)
12/29/2013 08:33:54 am
While you may think Incoboto was meh, I say that it perfectly combined the wanted aspects of philosophical games and gameplay games, making it both thought-provoking and entertaining.
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Fluttermind’s director, Dene Carter, is a games industry veteran of over 25 years, and co-founder of Big Blue Box Studios, creators of the Fable franchise for the XBox and XBox 360.