The beginning of a new project: Color Runner 2

I’ve already made a few updates to the original Color Runner: particles were added, the main player’s sprite was modified, fixed (or not) a few bugs, made a intro… but I still haven’t added new stages. I’ve meant to do that for a while, but I couldn’t find the motivation to do so since I find the game somewhat boring. I find both the controls and the objectives lacking. I find the idea of getting coins to retrieve colors nice, but only that can’t make a good game (well, if you are a great level designer, who knows… but I definitely can’t). Instead of modifying the original game, I’ve been thinking about making a new game with that idea and I want to write about the development process here (instead of only saying “Hey, it’s done!”, like I always do).

Recently I started to think that it’s better writing here about my ideas than on a paper (as I usually do). That’s because I’m rarely organized and just scribble my ideas, while writing here require me to think things over and make them understandable to others. I’m usually really lazy, so I don’t end up posting that much… but I want to change that! It’s nice to be able to look back at the development of a game.

Well, about the game. I’m currently calling it “Color Runner 2”, but that just a way to addressing it. The game’s title will hardly be anything similar to that. The story will probably be the same: someone stole something from the color factory and the world became black and white. Now you must change it back to it’s original state. I’ll try to express this better and add lines… or at least some way to understand what is actually happening. Another thing I’ll do this time is to focus more on the protagonist. I usually leave it as “it’s the main player… that’s all there is to it”, but I’ll have to give him a reason to go and a name. I’m thinking about calling him C.r. That could be “Color runner”… but it actually has to do with the periodic table and the Greek word for color. It’s pretty straight forward, really…

Something that I’ve focused on until now is making a “Flash-like game”, i.e. game that could do well on flash portals. Of course, I’ve failed at that when I tried to only make disconnected levels, but with a (theoretical) difficult curve, and “infinite games”. I’ve overlooked how hard it is to make those stuff right. So, this time I’ll go completely against it! Since I really like the 16-bit generation – I played the Sega Genesis a lot (and some SNES… but mostly after my childhood) -, I want to make a “game that could be played in that era”. I’m not talking about technical constraints, but about how games were. I’m thinking about something like Super Mario World and the Sega Genesis Tiny Toons Adventures, a world with many stages, but each stage progressing to the other and not only random stages thrown there because of their difficulty. I’m also thinking about doing 5 areas. Oh, and definitely a platformer! though I’m still not sure if it’ll be a fast paced game or one requiring precise platforming.

One thing that I’m already sure is that  if I try to tackle this in one go I’ll fail. I’ll surely fail! Making (at least) one animation per area, plus interesting enemies, stages, areas, songs… it would be too much… in one go. I was already thinking about making a demo in Flash and then make the full game in C++, but maybe I’ll make each area as a separated game in Flash and then make a full version in C++ with more stages and stuff… I’m still not sure…

Well, the next thing I should be posting here will be a draft of the overworld. Since I want you to traverse through the world, it doesn’t make sense trying to make anything before I have any ideas about the world. I’d planned doing it today, but stuff happened (I procrastinated a lot xD), it’s already 2 A.M. and I’ve got classes tomorrow (er… today…) morning.