I’m @thiroay, game designer and director for Idiocracy, Inc. English is not my first language, so please forgive me for my simple vocabulary and sometimes incorrect grammar.
After working on 3 different board-games aimed for the mobile platform - Pirates War, Jumanji: The Mobile Game and Dice Brawl – I’ve just started work on new, different projects for mobile and for PC. One of which I’m lead producer and director. This is the game I’ll be talking about in my next few development diaries.
The game in question is an endless runner (or more like "endless jumping") called Rotten Escape. Here, a few friendly market products, that are past their due date, are thrown away and now must escape death by jumping endlessly to the skies above.
PRODUCTION SCHEDULE: 2 to 3 months
CORE-TEAM: 4 people (2 Game Designers, 1 Artist, 1 Developer)
GAME-PLAY: Simple but gradually challenging one button gameplay
ENGINE: Unity 5
RELEASE and PLATFORMS: iOS and Android, this summer
We want the game to be and look simple for anyone to start but also to get much more challenging as players advance through the different stages provided.
Following the “simple” yet “challenging” we've worked on a few Art concepts. We started with a cuter look for the characters and backgrounds, but since they are supposed to be rotten, our artist tried his hand at a rottener and more “caricaturesque” art style. I personally like the second style better for the concept of the game.
For those who like the art and are curious to see more by the artist working on this project visit his Tumblr and leave a nice comment
Next, a gif that shows the main route we’re taking, game-play wise. It is a simple “one touch” game-play style where you must jump on the platforms to get (endlessly) higher. You’ll pass a bunch of different stages, each more challenging than the last. You may think of it as Doodle Jump with a touch of Rhythm to it. Here, you control your character by touching the direction you want them to jump (No gyro).
This is a very rough first game-play video. The camera moves from top to bottom automatically, like a rhythm game, but it follows the player if the player is faster than the camera. It is also supposed to get faster as you go up, and actual stage design hasn't been implemented yet.
Honestly....I'm still unsure if we're going to move forward with this. I'll gather some more feedback but I think that with more polish and an intuitive UI it could work. We'll see.
I'll be updating this Devlog with all new stuff every week or two and look forward to hearing feedback and ideas from the the Unity development community.
Back for another week with another Dev Diary for Rotten Escape, Idiocracy's next little project for mobile devices.
During the past week we decided to embrace the more rotten look for our little edible friends. I'll be sharing the concept for each character and stages of the game in a separate update to this article.
Today I want to show an update on the game-play. We have worked on implementing some assets into the game and adding a couple additional types of tiles. The wooden tile breaks after a set amount of time has passed, and you'll meet your maker right away if you'd step on the one that's full of spikes.
In parallel to the work on the game-play, we created some of the main menus for the game. We're in the process of adding a scoring system, and with it leaderboards. There are also going to be missions and a market where players will be able to purchase new characters to play with.
Well. This is all I got to share this week. I look forward to sharing more about this project soon :)
Back for another update. We have been working on the art for the game and I want to share some of the stuff we got ready.
We're going to have about 25 characters. Each with their own personalities. These are going to be merely cosmetic additions to the game and not really provide advantages to whoever obtains them. Some are obtainable by completing quests, others by watching to adverts or purchasing with in game currency.
We have 23 character ready and they are displayed below:
This is an endless jumping game, but as you climb you'll be presented with different "stages". These are simply different backgrounds put into the game to show some progression. Difficulty will spike significantly with each new stage until the last one.
We now just started work on animating our characters and stage backgrounds. We should be finishing up all systems and game menus after another week. Then, I can go into more detail to explain them.