Start Prototype, process insights and stuff


And here we have it. Made within the span of two weeks. I had so much planned yet so little implemented in this very microscopic prototype. There might be some spoilers about Blue Archive below so beware

Guess I'll start with the supposed gameplay loop. As you may or may not noticed, I went with a mgs-style type of gameplay, specifically focusing on stealth. My first idea was to make it a RE 2D style of gameplay, like guns blazing and all that but decided against it in favor of the UHEE~ being able to adapt a more stealthy approach (and Blue Archive's vols. tend to go all guns blazing anyways so it might be a good change of pace to go all melee stealth)

Why Abydos specifically?, I just liked the idea of a tight-knit group of students with insane amounts of determination... and they're canonically  built different. And second of all, I wanted to see more spotlights on them. 4th pv let's goo

If I were to make this into a full fledged game, I wouldn't be focusing on only one type of gameplay. It may be a stealth game in the start, then it may become into a shooter, who knows... And it'll most likely go for an episodic format.

Lastly, how about the story?, I probably went overboard with the storyboarding. I was only able to put in just a tiny tiny fraction of the story I "meticulously" crafted for about a week.

And I think thats about it for this PS... anyways, if someone actually read through my random rambling up top and wanted to suggest something then by all means go ahead. The comment section exist after all, grant it its life's purpose dammit, even a simple wow would encourage it to keep living ; )

Oh btw, I made the end screen just a tiny bit dynamic, see if you can beat the game with the least amount of kills and the most amount of kills... no pressure though, this isn't a completionist game.

Files

Start Prototype.zip 47 MB
Nov 23, 2023

Get Abydos Dossiers: Start Prototype

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