Lord of Djinn Steam Greenlight
We are now on steam greenlight. Vote for Lord of Djinn and don't forget to back us on Kickstarter
Lord of Djinn Steam Greenlight
Kickstarter for Lord of Djinn is now up! Please give us a hand in reaching our goal so we can finish our first game. If nothing else, just tell your friends about us. Get
We were all very excited to make this RTS/Fighting game for our capstone project, but like a lot of great ideas it was just a little to big. We could have developed the game, if we didn't have to take 4 other classes on top of our capstone. But we were blinded by how thought out our game was, we had characters, level designs laid out, and even had key bindings figured out for the fighting mechanic. It wasn't until we pitched our idea in front of the class that we realized just how big of a scope we had in store for us. Like all game designers and criticism, we didn't take it very well. We felt so far ahead then our classmates with our RTS/Fighting game we ignored our peers and planned to start development. It wasn't until our Programmer Mathias, noticed that even if we shrugged off all our other classes, we would still only be able to develop a bare bone demo of our game. After this sobering realization we quickly started developing our new idea for a SHMUP with a cylindrical environment. We didn't really have a solid idea for what the theme wrapper was gonna be for the game, we were still knocking around the Aztec theme, but decided against it. We wanted something unique, something really under used. So it was back to the drawing board brainstorm some new themes for our new game. We eventually started to play around with an arabian theme and it just took off from there.
Well we started this game like all games do, we sat in a room and wrote down everything that popped into our heads. Once the storm was over we decided to trim the fat by deleting all the over the top games, like Infinity train, Magnet Fighter, 3D Werewolf puzzle, etc. Once we had some good ideas we each stated our favorite types of games, the winning genres were RTS, Fighting, and SHMUP. Through this process we discovered that we all loved Fire Emblem, and street fighter so naturally we combined the two into a Fire emblem- like RTS with real time fighting instead of the pre-animated fight scene. We all really liked the idea, and bolted into designing the player characters and enemies. I remember how much time we put into this idea, we had three characters and enemies and a boss already laid out. The real time fighting was hashed out and simplified to use only three keys and last 10 secs.
Our game would be centered around the Aztec empire around the time Cortez landed in the new world. We decide to take some fictional liberties with the design because we did not want this game to be mistaken as a period piece. So instead of Cortez, it was Maldez, an evil conquistador leading a evil army to conquer all free land. We also added the same liberties to the Aztec heroes as well, we had a loincloth wearing beefcake wielding a giant aztec sword, and jaguar rogue, and a eagle archer. Each one would have their own three moves and certain pros/cons like all RTS character have. Looking back on it now we laugh at how big a project we were setting up for ourselves.