Thursday, April 4, 2013

The Nature of Enemies

Enemies.

Sprout, for those of you who don't yet know, takes place in the distant future. A world where all human, plant, and animal life has been wiped away so that all that's left is a rock with an atmosphere. I don't know if anyone's been wondering, but it's not about nuclear war or global warming or anything like that.

It's just that the world ended. Suddenly, violently, and inevitably. There will be clues along the way. You'll see. It will make sense.

But how do we fit living enemies into a world with no life?

Well, that was in the cards almost from the beginning. Each enemy type will be an embodiment of "sin". Not in the religious way, but as in any evil deed done by man or woman. Especially, and personally, I wanted these deeds to reflect my very own worst moments of guilt. It's about Sprout's semi-hidden metaphorical meaning. 

So, I have thoughts like this:
  •  Plant a tree and think you're safe, but a Betrayal enemy clamors down when you turn your back and tries to kill you.
  • A Dishonesty enemy would be disguised as a seed that the player will try to pick up.
  • A Ego enemy would somehow cause the players head to expand and then explode. Idk.
Anyway, you get the gist. 

Here's a picture for you as we wait for the next big update:

An early level design for Cave levels in Sprout, utilizing the light created by fire demons.

2 comments:

  1. The level must be burning in order to fix the puzzle? That's pretty interesting imo

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  2. The level doesn't burn, the enemy is basically a walking ball of fire. If he touches any grass, it ignites as well. Same with trees and such. So caves are pitch black, and the only way a player can navigate them is via the light from the fire enemy

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