Devlog 1 - Concept idea by Komo


concept art & design by Komo:

Game name: Mo Phantom, 墨侠

2d, third side perspective



Against the Grain:

1.UE engine, a famous 3D engine. Therefore, many games developed by UE are 3D and require a computer or even a high configuration to play smoothly.

-We use UE to develop 2D mobile horizontal games. There are very few 2D mobile games using UE as the engine, and most of them are Unity.

-However, we are not simply changing the control buttons to mobile phone controls. We will add unique designs for mobile phones! For example, "gyroscope dynamic perspective effect"

Effect example:

2. Roguelike games originated from the West, and there are many famous works, such as Soul Knight.

-Our game subverts the traditional roguelike in art style, adopts a minimalist oriental ink style, and assets are mainly black silhouettes.

-The gameplay mechanism is also unconventional.

Background story: The player needs to escape from being contaminated by ink in a painting.

场景左侧是黑色墨水,不断向右侧蔓延。玩家需要向右奔跑才能逃离卷轴。跑酷是游戏的重头戏。

-玩家角色的技能名为“书写”,可以为场景添加一笔墨迹。墨迹是实体,可以作为跳跃的平台。当玩家遇到难以跳跃的障碍物时,可以使用该技能创建一个临时平台。但同时,使用该技能会加速左侧墨迹的蔓延。

3、动态变化的音乐。音乐类游戏与roguelike相结合,玩家的跑酷本身就会带来音乐的变化,可以让玩家感觉自己就是整个画面的主角,就像音乐中的主旋律一样,有身临其境的效果。

具体方法:

1.玩家动作、技能按键,包括场景中特殊效果的触发(比如飞过一群鸟)。都会有音乐。但是每次触发的音效并不是固定的,背景中会有轻微的次要旋律作为背景。玩家触发的音效会随着背景音乐动态地变化为行为的旋律。可以理解为当玩家没有触发音效时,音效的音乐被隐藏。这样就达到了连贯和谐的效果。

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