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Hello everyone

I feel like a fool. The last feature focus post that I posted at the start of April was a bit too metaphorical. The meaning was there but my intention might not have been in the right place. Let me see if I can fix it this time with an explanation of what I actually meant.

The two first games have had a somewhat similar structure in that you make a number of choices that weave back and forth in a linear fashion aiming towards the same endpoint. You can imagine this as a double helix. You almost always had two choices and you were able to cross over as you move along. Himeros Horizon was from the beginning designed to be slightly different. I spoke about this in the previews. It would have a wider foundation (the roots) where you collect all the choices that have come before and establish a large base to build from.

From that foundation you grow for a while in a similar fashion along a helix like shape (the trunk) with choices (missions) til you reach a certain point. This is where we are now in the current release. Let me show you an image to help you understand this so far.

As you can see this is where the branches split and spread out in every direction. How this will play out in game is something you will have to see for yourself. I just wanted to go over how I approached the design of the game compared to Hotel and Haven.

I hope this was interesting in some way

Have a nice day

Seztworks

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