World ID: 797236956423619
Ahh, the inspiration. Started so long ago, and still returning...almost like...from the cradle to the grave. Yes, that is the inspiration, dusting off all the old stuff and making it new.
This game is a huge step forward for the IP, and a FIRST step with Meta and Meta Horizon Worlds to build an ecosystem that could use a jumpstart. Places like Roblox and Fortnite have proven the Free-to-Play model works, and that has been backed up by many successful projects, indie and AAA.
Cradle to the Grave starts with a simple idea: A fiction. A story. A world that lives and breathes, and dies, and revives, and all that. At the heart of this, is the 100 level game based on the level and technical designs of the original mobile game, and ushered, pushed, pumped, swirled and blasted into this ...decade :O
The base of the game is cranking through the levels and revealing the winding story, characters, and most importantly: swaggy Drip. Playing the game opens up new achievements, different paths, character choices and much more that enhances gameplay and gives users the ability to play their way, all while doing it in style.
Oh, the style--yeah we're into that. And we're going hard. The game is built from the zero, the ground up to work specifically on Meta Horizon Worlds. As encouraging as the first steps of building in Horizons is, we're thrilled and potentially helping define this engine for game developers into something looked at in the same breadth's as Unreal Engine and Unity, and even taking the lead in the VR/XR staging platform.
We broke through a few technical hurdles, which we are extremely proud of. Managing assets was one of the biggest hurdles, with naming conventions being so strict for the artistic aspects, it becomes distracting and frustrating during production. The ability to move 'assets' has been another huge issue that we hope to continue to work through, and overcome. This stems from the scripts not attaching/parenting(??) with the asset--the 'asset' package should all be a single contained unit to move appropriately and it seems this breaks when bringing assets from 'world A' to 'world B', whether that is breaking the existing scripts in 'world A', or the new import from 'world B' simply not working. Or, worse case (which we experienced alot) was the whole world became unusable without a complete backtrack, hunt down, and remove every bit of badness. This was a huge time consumer, and took from the actual gameplay, design, implementation and optmization.
Alot has been learned, but we're just getting started. What's next for 'Cradle to the Grave: New Horizons' is building out all the gameplay modes and levels, which includes a few surprises that we will share in the next month: IF WE HAVE FUNDING TO CONTINUE> This part is on Meta, and this contest, fyi. We plan on pushing a lot of IAP and quest driven content, focused on upcoming holidays, special events (every week at a minimum)...Oh, and there's this one really, really big thing we're working on.
It's called UGC (user generated content). We're not going to allow the inmates to run the asylum--but you better believe we're going to let them make some really fun stuff, that WILL make it into gameplay based on COMMUNITY APPROVAL. You know that Lego Ideas thing? Or the Fortnite UEFN thing. Or that whole Roblox thing? 'Piggy' at Target?? That's all UGC focused efforts that we are tapping into on levels that only 20 year professional game dev/designers are considering.
Things we hope to see:
- Animation Tools
- Material Tools -being able to access these nodes in engine is going significantly impact time spent dealing with 'friction' (aka. unnecessary resistance)
- Cinematic Tools
That's a small taste. This game, idea, art, design...has been in development for a while. I've taken 3 years to refine the game approach based on my time in the industry, from Ark to Zynga. I've chose Meta Horizon Worlds as the platform we are going with. Help me bring this idea to it's full capacity.
In any Event...we'll be having plenty of Events.
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