sexta-feira, 25 de março de 2016

Week 0 - The Birth Of Project Nautilus

It is the 24th of March, and Project Nautilus was born. Let's begin with the backstory: It all starts with Jahder. Jahder wanted to organize a team to make a game. He taught a game design course last year, so he had plenty of relevant contacts - he picked the ones he thought were most talented among those who had a taste in games similar to his. This is how Rafael, Flávia and João became part of Nautilus. All of them learned how to use Construct 2 (the program we'll be using to make the game) through the course, and the former two are talented graphic designers as well. Jahder taught me as well - but it was a completely different subject. When I met him, he was a teacher at another course - Vivendo a História, or 'Living History' - the idea was to learn history by playing tabletop RPGs. Estevão, who ran the course, mentioned to me that he was a game designer, and we found that, by pure chance, we both worked mainly with Construct 2. Since the team was lacking an audio designer, and Jahder knew I loved working with music and audio production, he decided to invite me as well. Thus, about a week ago, he created a skype conversation, where we all determined that we did want to make a game, and started thinking about what we wanted to make. Fast forward to today. The five of us sat on a restaurant for a little over four hours and brainstormed. We have decided the following: -We'll be making a deep-sea MetroidVania on a steampunk setting. -The entire playable area will be underwater, and progression will go downwards into the more dangerous, unexplored ares. -The game will be highly focused on exploration - there'll be all sorts of interesting things to find. -Most of the game will be dark, and it'll become darker and darker the deeper you go. -Controlling light will be one of the most basic mechanics. -Players will interact with objects primarily through the use of a Harpoon/Hookshot. -All map design will be performed by a human, but a few significant aspects will be randomized, as a way to increase replay factor. -The game will explore the concepts of loneliness/isolation, peacefulness, and a bit of terror sometimes. We have a few ideas about the story as well, but we aren't going to tell you guys anything about it :) Stay tuned for weekly updates! -Werneck