To make a long story short, my experiment in creating a prototype of Cloak has massively evolved. Around Christmas-time, I had made a ton of progress prototyping a level. I had ranged AI, BSP geometry, and level scripting. But while listening to electro-swing remixes, I felt like something was missing. I had bought high quality assets and worked very hard. But to take a break, I decided to try something I hadn't tried in years.
Part of it was who I was modeling. Over the last two months I've been playing in a heist D&D campaign. My character in it is named Harlowe Keyturne and is heavily inspired by both my love of the Dishonored franchise and my love of the show Lupin III. They have roughly the same powerset as Corvo in Dishonored 1, with the personality of an adernaline junkie jazz-head obsessed with improvisation. Upon rigging the character, I realized that I had crippled myself creatively with Cloak. I had assumed I couldn't 3D model and had been limited to assets online. But after realizing that if I used a low poly modeling style I could make anything I wanted to. So I decided to experiment: Replace the character model of the player with Harlowe's model and replace the main weapon with a derringer. From then on, my path was clear. I am now making a Heist game with an Electro-swing soundtrack and a Decopunk aesthetic based on the heist campaign. One inspired by one dev's beautiful metaphore where he compared Dishonored to playing jazz. A game of improv which rewards creative problem solving. I scrapped the old level and I'm beginning the proces of reimplementing features more efficiently..
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Jed MyersDeveloper Archives
February 2021
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