by: Darryl Lim & Josephine Cheah
Cursus is a Latin word for relay and with that in mind that is what the crux of this game is about.
There are many games out there in the world of today, but what I feel that most people can agree on is that the Game Design element is the most important. Not just the look of the game but how the game is played is most important. What is the player going to be doing for the next 1 to 5 hours.
This Project is an Isometric RPG that focuses of action and strategy.
Taking inspiration from games like, CRAWL, HYPERLIGHT DRIFTER, WAYWARD SOULS, EITR and MOON HUNTERS. I feel that this game would best suit the Pixel Art style. Reason being after completing the game, I want this game to be the kind of game you pull out once every few years just to play around with and Pixel Art tends to stand the test of time more effectively that your AAA 3D games.
For mechanics, I took inspiration from games like PORTAL and VOLFIED to create what I believe to be a unique main mechanic of which the game revolves around.
Most of the game revolves around placing points called “TOTEMS” on the map these points act as beacons of a sort when the player dashes into a TOTEM he is transported to a corresponding TOTEM. When this happens the space between the TOTEMS will have an effect such as DAMAGE or STUN depending on the type of TOTEM placed.
If a player places 3 TOTEMS in the correct physical proximity it will form a TRIANGLE. The effect stated above will then occur within the TRIANGLE.
TOTEMS can come in 3 types, ATTACK, DEFENSE and SUPPORT.
e.g Placing 2 ATTACK TOTEMS will have a DAMAGE effect, placing 2 DEFENSE TOTEMS will have a SLOW effect, placing 1 ATTACK and 1 DEFENSE TOTEM will have a STUN effect.
This game mechanic has potential to create puzzle elements during the game and also make for interesting COMBAT situations.
A Sci-Fi narrative that takes place on a desert planet about a lost traveler trying to find his way home.
Story By Josephine:
A man wakes up in the middle of the desert and he can’t remember his name. The only things he has in his possession is a poncho, and 3 mysterious totems in his pocket. He wanders to look for food and shelter and he stumbles upon a hermit living in a yurt. He shares his story with the hermit and reveals the totems in his pocket. The hermit, recognizing these totems, teaches the man to use them.The man stays with the hermit and they help one another gather food and chase away bandits — both using the totems. [tutorial levels]A few days later, the yurt is approached by a group of officials who request the hermit pay for the use of their boss’s land otherwise they would have to force him to leave or worst. The hermit is unable to pay, but the man defends him. The officials appear to recognize him which would spark a fight between them. [tutorial levels][this fight will then to level 3 ‘tower’ defense]
Done in GAMEMAKER STUDIO
Art in ADOBE PHOTOSHOP
PLATFORMS: PC with the possibility of making it a MOBILE APPLICATION.
Most of the assets and programming will be done inhouse.
Possibilities for budget allocation mostly to sound design, a subtle background track and another track for more exciting parts and sound effects.
I estimate around $100-$300 will be spent on this.
TIMELINE/ GANT CHART