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Coyriders - Progress Report - September 2014

Right now I’m not sure about the choice of colours anymore. Back in May I somehow could push aside the fact that the CGA palette thing has been done to death, despite feeling natural to me.

But maybe, because I’m in a sort of write-y mood recently, I could start by writing a little of Shelby’s back story.

Another thing that’s bugging me is that I cannot find an androgynous gaming principle fit to an androgynous character. The page linked above says:

"It will be about atmosphere, descriptions, sightseeing. It won’t be about finishing first, explosions and roaring engines."

This seems too simplistic to me now. Everbody can make a game that brags with its otherness.
The true challenge is to make a game that brings two spinnefeind (hating each other) audiences together: The racing game bros and the walking simulator crowd. Of course I’ll always prefer the latter, hehe.


A part of the gameplay in Coyriders will be focussing on faraway objects and watching them become bigger as you approach them, then focussing on a another faraway target and getting there…