Adding Press To The Project, and The Story Behind Red
Adding Press To The Project
I'm honestly very thankful for the various people who've taken a moment to talk about about Jumpman Forever on their blog or news site. Seriously, it helps a lot! So, as I see articles about Jumpman Forever show up on Google, I'm going to be tossing a link to them on the main project page at the bottom. There's still more to come, but, there will be a delay in any more US based gaming sites write about the project: Thanksgiving is one of those times everyone in the US takes at least a day off, and tries to spend it with family :-)
There's more coming, though: there's a podcast that would like to have me on there, more than one press contact has said "we don't do Kickstarters... but, please, keep me in the loop, I want to know more", and a few that would like to have early access to Jumpman Forever so they can write articles about it before the Kickstarter is over.
All things considered, not too bad, really. But, it's still a long way to go - I haven't even managed to get all the way through my target contact list yet!
The Story Behind Red
OK, so, what's the whole deal with having a non-Jumpman character in Jumpman Forever?
First off, let me explain up front: Red is not a "Princess Peach" character. No one is going to be rescuing her. She's also not a love interest of Jumpman or anything like that - she's her own character, independent of what's going on. In fact, if you want to compare her to some else, she's more like John McClane - she's the wrong girl at in the wrong place at the wrong time.
Originally, the artwork for Red was for a prequel concept I had for a Jumpman game, under the working title of "Control Issues". I got as far as graphics, and started into the game play, and well... I hated it. It wanted to be s sort of Jumpman / Doodle Jump hybrid. She grabbed the jump boots to escape a doomed spacestation she worked in, but, the prototype boots were malfunctioning. Once she started jumping, she couldn't stop.
I shelved the idea, and moved on to other things, and kept considering what to do with it. When the decision to go forward with Jumpman: 2049 (now titled Jumpman Forever) happened, I was reviewing some of my old content I had laying around from other ideas (it's not uncommon for me to prototype a game, and then toss it.) Nothing was re-usable, except... well, Red popped up, and I got to thinking.
The backstory for Red is she's not a bomb technician - she's just someone trying to escape. She's a programmer for the company that owns the stations, so she's not trained to defuse bombs. Heck, she's not even particularly athletic. But, trapped on a station with no working elevators, she snags a set of prototype jump boots, and trying to escape before the station blows.
While she can't disarm the bombs, she does gain at lest one extra ability over Jumpman: she can double jump. That might seem rather minor, but it's not - that also means she can perform a second jump in mid-air, and change her direction of travel when she does it. When Jumpman jumps, well, you're stuck on the trajectory you chose.
So, now, I have a way of handling the same game, but with two different set of challenges. Red and Jumpman aren't going to be sharing the same levels, though - she's going to have her own levels and own station (world) to deal with. And, in the followup level packs down the road, she'll end up with more of the Die Hard syndrome, being the wrong girl at the wrong place at the wrong time!