The landscape design is really taking shape! I absolutely love it. I'm going to reference "Ty the Tasmanian Tiger" again, because the level design seems similar. So from what I gather, there is a home world of sorts (Leo's Forest) that branches off into unique levels with different environments? In Ty, there's a main world that has portals leading to different levels. You unlock more portals as you progress in the game; this seems to follow a similar pattern.
I'm also going to interpret Life Sprouts as the coin-like collectible in each level (similar to coins in Mario, or eggs in Ty) and the Life Shines as larger prizes that are either difficult to find or given by NPC's (similar to stars in Mario, or orbs in Spyro). (I'm just trying to understand the gameplay as simply as possible, please correct me if I make a wrong assumption) And characters can also appear in Leo's Forest, so prizes can be found in the overworld as well.
I just want to say, this game reminds me of the same games I adored when I was younger, which makes me even more excited for it to be developed. From experience in playing those games, I need to say Leo's game needs to have very strong level designs for each world in order for gameplay to be fun. You have a strong handle on the visuals of this game, but I'm concerned designing so many levels will be too much for one person. Can I assume you have people helping you on this? Or will have them in the future? I'm sorry, but a game this massively detailed will suffer without more hands helping on various aspects of the game.
I think you got it pretty much nailed down It's inspired by Mario and Banjo in the sense that you have a main hub world that connects to levels to explore.
The Life sprouts are like coins and the Life Shine are like starts. Exactly I imagine it's kind of like watering a plant and giving it sunshine, you need both to help a tree grow
I agree with and understand your concerns when it comes to level design. I am not planning on doing everything for the game, I don't necessarily specialize in backgrounds but I had to conceptualize what I had in my mind. When it comes down to actually designing the levels I'm sure I'll have a team with great ideas
Right now I just want to get the general basics and concept finished and see where it takes me
Will there be character building mechanics in this game. I noticed you mentioned low health. Can you gain more max health? Will it work like banjo kazooie where you collect more items to gain more hit points, or more like an rpg where the health is represented by (XXX/MAX HP) and you gain levels or something.
Are you just doing the art, or are you programming or anything? If not then who is programming? Furthermore, when can we expect to see this for retail?
This game has me all kinds of intrigued. I think I'm pretty much going to buy this as soon as it comes out.
I imagine the health works like Banjo Kazooie, you can upgrade it to give Leo max health (imagine Zelda too). I'm not sure if there will be a leveling up system, that may be too complex for the style of game but it could be something fun if approached in an innovative way.
In time I'm sure the project will develop smoothly but for now I think that's the concept hehe
What I'm doing now is just conceptualizing the idea so that I can bring some awareness and excitement to the project. It's my sort of way to make Leo's Forest a reality.
Because I don't know much about programming and other aspects to making a video game, I'm going to try to build a team or find a company that will help in programming and other things such as music, level design, animation, 3d modeling etc.
I'm really glad you're intrigued ad I can't wait to show more of Leo's Forest! As far as a release date, It's hard to say, it really depends on peoples interest in the project and if I can get a team to make this