One word says it all.
Actually, one word doesn’t say almost anything, so let me explain.
UltraVOLT (UV for short) is an idea for a new game. And that’s all it is, for now – an idea. A concept. A formless nebula. But let me back up a little bit.
A few weeks ago my eye was drawn to some lightning/electricity effects on some game I was playing. The effect initially seemed impressive, but upon closer inspection, the limitations of the technique used became apparent. I started wondering how this could be improved. I also started examining similar effects in other games, and they always seem to be lacking, even in recent AAA productions.
Admittedly, the focus of these games was not the electricity and the related effects – they’re only an insignificant little part that someone spent a couple of days on, called it good enough, and moved on. But what if it was the central theme? What if the whole game revolved around some concept of electric charge, electric weapons, storing charge discharging, bouncing electric arcs and propagation from target to target? Hmm…
Chicken Invaders has had an electric weapon since 2006, and I think it was pretty impressive for its time. The way it functioned was further improved as part of CIU weapon balance program by galbatorix , adding multiple beams and jumping from target to target. But I think there’s much more than can be done.
UV will be a space-themed rogue-like or rogue-lite shooter. Probably. There may or may not be flying pigs in space.
UV is a new IP. It’s not related to Chicken Invaders at all. Although, some of the tech developed for UV might eventually find its way back into CIU.
UV is a side project. A hopefully pleasant distraction from time to time. It’s not going to take 100% of my time, there is no development schedule, no deadlines, no deliverables. It might turn into a game some day. It might linger in a half-developed state. It might be cancelled tomorrow.
And… that’s all I have for now.
I’ll be sharing progress here whenever there is any, in the hope that it will spark some discussion, or inspire directions to evolve the concept. In that sense, it’s going to be a collaborative design effort, much like CIU has been, although this time going back even earlier, deeper, to the very fundamentals and core mechanics of the game.