Each game developer when start a project think about game and about game-mechanics. On the paper pages spot and erases the features. Spot and erases. We do not need erase and create something because we clearly known what we do.
Before sir Francis Drake became a famous explorer, a pirate and privateer he was young but experienced man. In 23 he with the second ship named Pelican (later named Golden Hind) go to the first big ride. Officialy Pelican was a flagman ship under Drake command at 1957, but... we think isn't true.
We assume that in 1563 Drake made his first voyage to the New World exactly on the board of Pelican. In the same year he was trapped by the Spaniards in the Mexican port of San Juan de Ulúa. He escaped along with cousin, Sir John Hawkins. We also assume that exactly in 1563 when Drake retreat with the Hawkins fleet was happened very strange event.
One morning after escape, Drake and Hawkins and their crew feel the strange feelings of deja-vu. He can't remember past day but just remember that it already was. Immediately after this career of Drake thrived. Drake on board of Pelican was invulnerable. We ask myself - what happens in that day? Why after that Drake do not know defeats? Why even in hard sea battles the little vessel Pelican never been damaged?
Drake: The Golden Hind Story try to give answers.
Genre: Platform arcade with the little RPG elements.
Art and color style: Old games by Westwood Studios
Setting: medeival + a few pieces of steam-punk
Time Period: 1563 AD
Counts of Levels: 7 big levels and 6 cities (or village).
One main quest and at least 12 sub-quests
No slow-motion or bullet time
No rolling time back
No checkpoints (classic save/load system)
No casual modes
You can see we do not claim to genius. We just want to make the arcade in the spirit of old traditions. With the charming hero, the platform world ready for exploration, soft storyline and memorable characters. At this time we do not go on about the casual player (even if we do not reach the progress in financial part of this case). Enough. In the "Drake" you need to play, not watch the game play itself.
It's a just a game - for a specific type of gamer. Absolutely non for a casuals, but and no bloody hardcore. Even if our game be a good for one hundred thousand people - I will know, - the task is completed. The main thing that she really liked.
We must try to do it.
Thanks for watching and reading.
Today i want to be a short. Currently we work on Drake controller. I hope that in end of February we can present for you results of this work. My "system" overload, but I’m always remembering about you guys and take a little time on sketch-work. Here it. Fragments of style. Pieces of structures and thinks about level design.
It's all at this moment. Thanks for your time. See ya.