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Brad Borne
Brad Borne

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Early World 3 Concepts

First off, apologies for the dead month there, thanks for sticking with us!  Almost every time we go dark it means something crazy is going on in the background, and this time it could be life changing, it could be nothing, who knows!  Either way, the waiting has been killing me so I've just spent the time cleaning my office out.  I did find some early, early World 3 sketches, so I figured I should toss them up here.

Let these be a warning whenever I start talking about the crazy ideas that I want to put in the next big game.  Of course, some things can always make their way into a later game (Cutie Pants!  Ink!), so let me know if anything here catches your attention.

Co op??  Would be nice to actually rely on players playing together...  Guess we'll need to make a game without online multi again...

What lengths will I go to to not show a menu ever??

Early version of the NPCs.  They were a bit more self aware here, and I was toying with the idea of random doodles hanging around that didn't actually belong in the world.  HMMMMM.

What game is this??  Ink baddies in World 3??  Is this page out of order??  I honestly have no idea.  I've been wanting to put this little ink dude in a game.  Will we finally see him in SFPA2??

Speaking of ideas that didn't make it into the final game...  Wii specific controls!  I felt like games were never responsive enough with the motion controls.  The game always waited for a specific motion before responding, when I'm still positive a game needs to give constant feedback if that axis is going to have an action in game.

Oh, and power-ups!  What if different colored pants give different abilities?  That messes up pants colors as collectables, and ups the complexity exponentially, and changes how the game would be designed overall.  But hey, it's worth thinking about, I guess?

And finally, a themed bonus level from Fairly!  I'm pretty sure I've tried to get themed bonus levels in every FPA game, had some pretty cool ideas for SFPA, but they needed interactive music, and we were pushing our music budget as it was.

Early World 3 Concepts

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