While Stacy and the two Robs work tirelessly on the art and programming, I’ve taken a break from the design to hijack Rob’s blog and post about our progress.
For a start, our game now has a name! We figured that ‘Local Multiplayer Shadow Puppet Game’ was a bit of a mouthful, so instead plumped for ‘The Grimm Journey’.
In this local co-op beat’em up platformer, Little Red Riding Hood and the Big Bad Wolf have formed an uneasy alliance. The duo have to traverse a spooky, projector-screen world to escape the deadly encroaching Darkness that seeps up from below, but there’s a catch. They are magically linked – if either of them die, then they both die. This leaves the Big Bad Wolf deprived of a tasty human snack, and instead the sole protector of one.
For the player controlling the Big Bad Wolf, they have a number of attacks at their disposal; they can huff and puff to hit their enemies at long range, or claw and bite them to inflict more damage at close range. While they can wipe out the Woodcutters, Witches and Trolls that hunt them down, they cannot ascend the level to escape the deadly darkness.
The player controlling Little Red Riding Hood cannot fight, and has much lower health than the Big Bad Wolf. However, they have one skill the Big Bad Wolf does not – they can jump, and when they are in close proximity with the Big Bad Wolf, Little Red Riding Hood can help them jump. And in a world full of platforms, that is crucial. Both characters need the other to survive.
In each level there are curious glowing lights – these switch the characters, so the player controlling Little Red Riding Hood transforms into the Big Bad Wolf, and vice versa. Whether players use this to best exploit their strengths and protect each other, or screw each other over for shits and giggles, is entirely up to them.
Things are taking shape nicely; you can see an example of Stacy’s awesome artwork here:

We have several gameplay rules in addition to those mentioned below; Rob J and Rob B have the mammoth task of putting all of that into practise. So far, they’ve created some cool enemy AI and character controller mechanisms, as well as the switching function. There’s still lots to do to fine-tune everything, and there is some sound to be added, but with 26 hours to go, we have ages, right?
Right?
We have a number of level designs to build; the ideas is that we start off gradually introducing the various mechanics and enemies through simple levels, such as this:

Only one type of enemy spawns in this level (where the black boxes are), and the platforms do not have additional behaviour beyond making sturdy resting points for our heroes. The white boxes indicate the position of the switching triggers.
Later on, we plan to break everyone’s spirit with more taxing levels such as this:

Red platforms collapse after a few seconds. Nobody said Little Red Riding Hood and the Big Bad Wolf would have an easy time of it; clue’s in the name.
26 hours to go… there’s everything to play for.