Welcome to the World of JetGetters!
What is the role of the world, in JetGetters?
I personally don’t think games are a good medium for telling authored stories-- or at least I’m not good at it. Aesthetic theme, in this project, will be a medium for tone and atmosphere, and to support gameplay principles like stealing and fighting and teamwork and skydiving.
The short version of how JetGetters came to be as a gameplay concept goes like this: Unity was picking up speed in the browser space, and there were all these brand new 3D browser games. A LOT of them are basically just Counter Strike clones, so we’re going crazy that small developers have these amazing tools and they’re making the same old grits. You can do so much with online deathmatch- what about Tribes? What about Team Fortress? Why does nobody ever focus on the dumb running gags and start from there?
A few weeks after concepting and protoyping some solid constants with the gameplay-design, we have enough material to give us some direction with world-building.
Goals in designing the world of JetGetters
With some gameplay constants nailed down, we know that our setting for JetGetters must support these concepts:
- You fly aeroplanes, and eject out of them a lot.
- You ride ontop of aeroplanes
- You hijack aeroplanes in mid-air, and boot pilots out into the sky
- You need a tether to reel yourself in to nearby planes.
- If you fall down, you'll die.
- You will shoot people.
- Gravity plays a significant gameplay role.
Having worked on “Robot Dinosaurs That Shoot Beams When They Roar” and “You Have To Eat The Other Guy’s Poop”, I had learned one useful trick for this stage in the process that they don’t teach in you in school. That is to ask the valuable question: “Would I be happy talking about this game to people I know, and people I don’t, for the next 12 months?” Morale and enthusiasm for the project is important, and now is the time to consider it. It’d work out nice for all of us if the themes of JetGetters were positive and light-hearted and fun. Something unique that I can feel good talking to press about, but not so outlandish that I feel like a moron explaining it to my dad.
Pirates, and The Utility of Restraint
- Pirates give no regard to the concept of self-preservation. They are reckless and battered.
- Pirates love stealing. Ships, gold, rum, everything.
- Pirates are cunning and sneaky, but also stupid and loud. Above all, they are greedy.
- Pirates love adventure.
- Pirates kill each other.
- Pirates have a disloyal, but strongly evident comradery
- Pirates come with a hook-hand theme
- Pirates live on the ocean.
- Pirates have style.
Pulling the theme back down to Earth isn’t something I have a very good eye for, and if you’ve played No Time To Explain then you’ll see that. I usually want to spread out on a macro level and draw a pirate with a machine-gun for a leg, but here’s the utility of holding back: A big major slice of this game, and a lot of multiplayer games, is to be a lobby for people to goof around with their friends in. If you’re laying it on too thick then the game is in a constant performance that drowns out the expression of everyone playing, when you should be stepping back and letting the PLAYERS project their own fun onto the game. Also it has to be an easy sell- not from tinyBuild to potential customers- but from our customers to their friends. We're asking a lot of strangers to be fast friends, and some of them won't like wizards and aliens and space-bears, so it’s better to back down and let the gameplay shine through instead of slamming your self-proclaimed hilarious nonsense down everyone’s throat.
With these themes in place, things started coming together.
All of the characters have metal arms, did you notice this? It wouldn’t be that much of a twist to add transforming jets when this is the point we’re starting from. It’s there as a pretense to add something we haven’t thought of yet in an update 6 months from now.
Constructing unanswered questions is such a fun way to inspire discussion and creative thought. Playing together, like I keep saying, is a big theme in JetGetters! With this in mind, I’m trying to inject the world of JetGetters with more questions than answers.
That’s just about what sums up the world and tone of JetGetters. It’s very bright and positive, but also a little bit bastardly. It’s hopefully restrained, and implies a greater world of mystery and adventure! Those are the goals, derived from function as all good aesthetics are!
OH-- and here’s a treat just for the hell of it;
...I super seriously promise I will post gameplay soon. We just put in new animations and models, and tagging enemies and radar stuff and all sorts of cool stuff, the game's lookin' cool!