Cue Dramatic Music
August 11, 2007
I’ve had to make a tough decision this week. The way my business, and this project, are going, something has to give. In this case, it’s my precious ‘design babies’, and dreams of an innovative, deep game. So I’ve decided to produce a budget game / publisher demo based on some of the technology I have built so far. It won’t be as deep or complex as I’ve been advertising, and no where near my original design. I’m taking an axe to my current design doc and code base to have something I can finish in the next couple of months.
The game will still be called Templar Skies. The premise is the same, you play a Keeble Templar defending sky platforms, in an avatar based tower defense game. The persistent layer has been removed, now it plays more like Quake with creeps. But with melee weapons and in 3rd person.
You run around picking up weapons, armor, powerups and resources. Monsters can still pick up resources, and drop them when they die. Powerups replace feats. You can only have so many on at a time, and they drop when you pick up another one. Resources are still used to build towers, only now you directly build the tower rather than dropping a toolbox first.
The game will only have 1 or 2 levels, and will play like Desktop Tower Defense, with many many waves of creeps to survive. Some creeps will attack you and the towers, while others will keep plodding on. Each time a creep reaches the gates you are protecting, you lose points. You gain points for actions, like picking up items, killing creeps, building towers etc.
The reasoning for this is, I need to *complete* a game, and I need to have something I can sell, or demo to publishers. More information coming soon.