I wanted the character to be light on their feet (as they are a thief), fast (for the combat) and also strong (for the fighting). With these needs the selection of animals was limited. A wild big cat, such as a Lion would work. However, two of the trait's contradicted each other.
Strong would make the character slow (realistically). in order to be nimble and light on the feet, I dropped the strong aspect of the character. Instead Sarff would rely on speed and movement to fight, dodging the attackers and choosing the best time to attack.
This would make the game more than just a button mashers in fights as the player must be focused and dodge the deadly attacks as the character is weaker, lighter but fast and nimble.
Big cats were looked at and the Cheetah was selected. This animal had the speed wanted, the power in the legs and back to dodge effectively but the weakness to be vulnerable enough to be hurt or killed. This would make the stakes high when choice to fight a target and introduce some stealth to the game, opening up the opportune to try hit first before the creature has seen the player's presence.
Video Source: https://youtu.be/BrGV_A0A2BE?list=LLrut5js3mAFpmYI92ViMO_g Accessed: 02/01/2018
The Cheetah, fast, agile, light on their feet but not built to fight. This would rely on the character to carry weapons. there weapons would have to be light such as a bow or some short swords or daggers.
character silhouette crated in Clip Studio Paint
The character will be given leather armor with key movement points a light material to keep movement at its peak. The cloths will be tight fit to the body (not baggy) to allow for easier dodging without getting caught and also keep the drag to a minimum, therefore keeping the character speed high. Legs are powerful both for speed and jumping out of the way. Having the legs powerful would also enable the character to use them in combat if needed, to push themselves or the creature away. Sarff 's movement will be his "Ace" when in combat. (Ears have been increased in size as a design choice and to improve the characters silhouette.)
As mentioned in an earlier post, the character is left "tainted by Pandora's Box", this causes one side of his face to become clear with a glowing green eye. This eye at the start is painful to Sarff as they can not control it. It leaks green smoke uncontrollably and puts the character in pain during the story at the start of the game. Sarff later learns to tame these new abilities allowing him to turn to a green ashy smoke for short times and also coat weapons in this smoke allowing more damaging attacks. Sarff's infected eye will be the reference to "Hope" from the story of Pandora's Box.
Currently the character is planned to be a mute. This is done along with the characters body shape to keep the character unidentifiable in sex. In games today, there is a lot of debate in the sex/race/age of characters etc. Gender identification isn't a necessity for concrete character development. I wish for the character to be defined by their actions and nothing more. The actions, motives and plot is what will create the bond between character and player.


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