Here is a conceptual level designed for testing early game mechanics. As you can see, this is sort of the art style we will be trying to achieve. We want a dark realistic 3d atmosphere that feels open. This will be a side scroller but with the implementation of Ork 2, We have decided to re-evaluate the options for either strictly x,y movement or allowing x,y,z(limited).
Displacement puts the player in control of Heroes from past, present and future. Including but not limited to: Robin Hood(Archer), Merlin(Mage), King Leonidas(Spartan), Jesse James(Cowboy), Miyamoto Musashi(Samurai), Richard the Lionheart(Templar), Joan of Arc(Paladin), Circe(Witch), Imhotep(Priest), Conan(Barbarian "duh")
The Heroes are confronted by the God of Time Chronos, who (without giving away much of the plot) sends the Heroes off on a epic journey through time.
Deciding that it would be difficult to implement Multiplayer with the Ork Framework, we have pretty much decided against using Heroes from the different eras. It looks as though we may be chopping the classes down to the basic Knight/Archer/Mage. It just doesn't make much sense having so many playable characters in a single player only game. I'd love to hear your thoughts on that.
So the new direction we're looking at is having these three staple classes be the basic foundation that will grow into an augmented player experience. Using a system similar to Diablo 3, these can become their own unique play styles. Thus allowing players to upgrade their base starting abilities into branching upgrades or complete reworks of those skills.
We also had to address the issue of Replay Value. A lot of games rely on Multiplayer alone as a strong source for replayability. Since this isn't an option, we have come up with a system using the Ork Framework that I think could really help in this department. Using the same concept and story, Chronos will summon players to random wild and exotic locations. We call these Displacement Zones. We want these zones to trigger somewhat unexpectedly, like opening a normal looking door to a house. The Displacement Zones will skew game play from the normal hack and slash rpg style played throughout the "normal" world. Randomizing enemies and the way scenes and displacement zones are connected, will hopefully help with the Replay Value.
Some sample ideas of Displacement Zones would be: A small 1 tower MOBA map you must defeat the enemies tower. A short survival mini game where you must escort and rescue a group of npcs. A fight for your life in a large gladiator arena.
I'd love to hear feedback from anyone on the direction Displacement is heading. Thanks for reading!
: )
I absolutely love the colors you chose and that purple sky. : )
Anyways, this is my personal opinion: Basic Knight/Archer/Mage is fine and classic, but I really loved the idea with the historical characters. Maybe make the historical characters bosses in the diffrent mini-games or something instead? Just an idea.
Keep up the good work :D.