https://www.facebook.com/devnari
https://twitter.com/DNANewtOne
Contact us about beta testing and Slack channel access
- classic 3d-platformer
- (truly) non-violent
- enjoyable and approachable by all ages
- levels should be succinct (about 3-5 min for experienced players)
- highly replayable (parrots, notes, achievements, narrative unlocks, etc)
- non-linear
- multiple platforms (console launch first XBOne, hopefully)
- increase happiness and well-being... possible? We'd like to try and find out
- Level 1: Forest 1 (no power ups, focus on environment and music changes)
- Level 2: Clouds 3 (Burst and Wand)
- RNG for non-gameplay stuff
- Language selection
- Scale Outs
- wave platforms
- originally thought only back-forth movers would be enough
- started using movers in creative ways in level editors
- evoled to pathing movers
- one level needs path a mover that stops at last position
- started as coins
- 30/level
- became notes
- 50 for an extra life
- asked "why do you have lives?" at MinneBar 2016
- observed many players stop playing when out of lives at TEDx Minne 2016
- now 50 for an outfit upgrade
- when player "dies" the respawn sound is more happy (respawn, not death)
- started as Krystal's idea
- prototyped and iterated
- started as crystals only
- evolved in a Slack convo
- juiced it
- added bubble
- play thru of Glaciers 4
- worked fine in editor when manipulating by hand
- no worky when scaled by a parent in game
*fixed by proportionally setting scale if parented (simple boolean)
- still up from Alpha (http://devnari.com/newtOne/)
- too competitive for the game's philosophy
- originally standard 3D platformer (jump on enemies)
- we tried a bunch of them
- first 'ghost story'
- show old versions
- show sketches of new
- Hub
- Forest 6 playthrough