After a period of inactivity for a couple of months, me and my friend Nico started to work in a new title. I wish I could tell more details, but the game is really starting to be, and I can only tell the name (TheDon, inspired in the italian mobster culture) and the target platforms: Android, Windows, Web browsers. More info soon!
After iterate a couple of prototypes, we arrived to Floor88, a little stealth based platformer. You can play it by clicking in the picture above. ¡We hope you enjoy it!
The idea that spawned CaDario was inspired by a real location: the Palazzo Dario, a Venetian mansion of the late fifteenth century. This place not only captivated me through her post-Victorian architecture, but also by the myths that surround it. All owners of the mansion have had tragic endings, leading people to label it as “cursed”. Soon I will expand on this subject, but for now let’s deal with the architecture.
Slightly inclined on the banks of the Grand Canal in Venice, Ca’Dario is a chubby building of 4 floors. Its height and width ratio instantly reminded me of the screen of a Smartphone, the target platform I was trying to develop something at that time. With that Istrian stone, and the strange ouroboros carved in it, I fell in love with the house.
But talking about a location in a game, especially a single location, as is the case, is talking about limits. In order to control the system that a video game is, delimit an action space becomes necessary. As well as Asteroids is a sphere, Pacman is a cylinder, or a 3D game is a 3D map, CaDario must be Ca’Dario, or at least a fair abstraction of it.
The challenge as a designer, not only lies in the correct abstraction of a real word building into a 2D game space, but also that the game environment don’t interrupt the flow of gameplay, and don’t fall into repetition, showing the player always the same scenario, but with time-varying, circumstantial, or random variables. Wish me luck.
After a while, I’m writing today to tell you about the first months of development. It’s been about 3 months from the beginning, and everything is going fine. Haxe is a excelent language in terms of portability, and the Window’s and Flash/browser’s versions of the game are coming along. The iOS version it’s a little late, but I’ll try to change this in my next technical update.
Don’t worry, it’s not going to be a long time. Besides, I’m going to share another kind of updates, like where the ideas to make the game came from and all the design documents.
See you soon.
Again, I have a new chance to participate in a competition. This time the deadline is really close, but I’ll try to pull out an alpha version of Ca’Dario, a haXe prototype I’ve been working some time ago. I’ll also try to make a follow-up of the development, so you can expect updates soon, stay alert!
The CODEAR Cinco Elementos votation is finished, and TOTEM came out sharing the second plaze with 21 votes! It was a really nice experience, and now I’m thinking working on a bigger project on a even bigger competition, but I don’t really know when, don’t worry, I will tell you…