Screen Shot
Screen Shot

So whats the deal? Whats all this about? Why Fear the Light?

Fear the light originally spawned from an old game jam game I made. It was a 2d platformer about a female vampire trying to escape a dungeon avoiding light.  I started with that idea and kept iterating on it until it became what is now Fear the Light.

Ideally, I’m trying to synthesize fast paced game play, tight controls (like those in mega-man x ),  non-linear exploration elements,  environment randomness, and a genuinely interesting narrative with characters you (hopefully) care about. So for those of you who like to keep things formulaic that’s (Tight “MMX like” Controls +Non Linear Exploration -Environment Predictability + Interesting Narrative) = A game for which I am bearing my soul.

Gameplay Preview
A preview of the sorts of things to expect.

 

 

 

 

 

 

 

 

 

Target Audience and Why

My Daughter
My Daughter
Me and My Dad
Me and My Dad

Mainly targeting my older daughter and a younger me as the primary audience. Something I would have loved as a kid as well as something that has a heroic figure that would inspire her to do great things in her life. Something she could look at when I’m not around anymore and know who I am and where I stand on things. I often ask myself those questions of my father, wondering what his thoughts would be on many of things happening in my life and in the world if he hadn’t died in 2007. So with that I never really got to be a full fledged “adult”  with “adult life problems” with him around.

And, who know, if kids are still playing these kinds of games far off into the future. Maybe my daughter’s children and grand children could play as well.

 

 

 That’s a pretty big sword she has

In the throes development
In the throes development

Why yes…. yes it is. In the same way that the game is a gift to my daughter, this sword is a gift from her parents. Something she keeps well and cherishes well after they are gone.

 

 

 Where things stand in the development

So as of now we are dealing in lots of broad strokes here atm. We have ourselves a basic set of interactions.We can attack and kill enemies that will follow you till you do kill them. Enemies have stalking and patrolling behaviors and permadeath.

 

Example of Dashing
Example of Dashing

 

There is an additional power dash vis-a-vis “mega man x” but with some gravity applied (making for some interesting interactions with arcs and jump speed and height) and a generally shorter cool down time frame (So dash to your hearts content).

 

 

 

 

 

We also have a procedural generated base landscape via a small Unity Editor tool I made using Perlin Noise and Ferr2D. (looking anywhere past the grassy area)

Perlin Noise Terrain Generation Tool

Perlin Noise Terrain Generation Tool

 

Things to Come

So in the next iterations I’m focusing on tightening up on enemy interactions. Most of it has lots to do with making the game feel good by showing lots of love to the little things (Polish, Polish, Polish). Animation transitions, AI behaviors, collision box tweaking and more procedural content generation (map, enemy encounters, and environment details) are  what I will be focusing on in the days to come.
Random WIP Playable Demo