Games here are either rough drafts, work in progress, or have been completed.
Far Fetched (WIP)
This dragon has no name. Well, actually, they do, but nobody knows it. See… they can’t talk, what with a curse being slapped onto them. Also, they’re not really a dragon; they were Human once, and after handling a cursed treasure, they’re now a mute dragon.
Narrator
Far Fetched (title subject to change) is a 3rd-person stealth adventure game, being developed for PC and console.
Players take control of the Dragon with no name and must gather ancient relics and other mystical treasures from across the planet, all without being seen by Humans.
The Dragon has a guardian and tutor, a water dragon called Kag, who lives on an island somewhere in the Bermuda triangle. On this island are portals that link to other places on Earth, but some will not open until the player has obtained a specific artefact, or impressed the spirit that cursed them by completing certain tasks. Once all of Kag and the spirit’s treasure is returned to the island, the curse will be lifted… maybe.
All portals (with the exception of one) will spawn the player underwater in a hidden place from peering Human eyes; they need to avoid being caught on camera by those who are out looking for creatures like Nessie, Bigfoot, and aliens, otherwise the zones will become more difficult. All zones start at zero threat.
The threat level increases like so:
- 0 – NPC’s and guards just wander. Some easy traps will exist in the levels, like obvious bear traps for example. Guards attack with batons.
- 1 – Police will spawn and patrol. They take a few seconds to react if they see the player. They attack using tasers and light firearms.
- 2 – Army soldiers will spawn and patrol. They react faster than guards and police. They attack using heavy firearms.
- 3 – More difficult traps will be set out in the level. Examples include hidden pitfalls, motion sensors, and security cameras.
- 4 – Trophy Hunters will track and hunt the player. They are very difficult to hide from. They react instantly to seeing the player and attack with heavy firearms. They also can use nets to trap the player.
The threat level increases the more the player is detected. NPC’s that take pictures and escape will cause the threat level to go up by one. Traps the player triggers will also increase the threat level by one. Each zone has its own threat level, and it will decrease with time as players explore other zones.
Players can knock out NPC’s with their tail club, or steal their camera before they can escape, thereby stopping the threat level from going up; killing NPC’s (by using anything but the tail club) causes the threat level to climb by two.
The game ends when either the players’ HP reaches zero, they get trapped in a net or cage, or they kill 3 people in the same session in the same zone (a special unlocked ability disables this). Killing livestock, or Hunter’s hounds, does not count toward the game-over.
Players have an HP meter, a fuel meter (for fire breath), and a stamina meter. HP is replenished by resting (being idle for over a minute without taking damage) or eating a consumable item. Fuel is replenished by running or consuming certain items. Stamina replenishes when it is not being used, or by using a consumable. Consumable items can be found everywhere; fish can be caught in lakes and rivers for HP and stamina recovery, sheep and chickens at farms boost HP recovery, and Human treats hidden in breakable objects refill fuel and HP.
All of the treasure for story progression are housed in museums, galleries, or national monuments. There are multiple treasures in each zone.
Players can obtain the treasure by either sneaking in through open vents, windows, or doors located on the roof of the buildings, which will require them to platform their way up. The treasure is always on the lower levels, with the exception of one, so the player will need to avoid the guards as they go down to collect it.
Another way of getting the treasure is by causing distractions using flame breath to ignite objects or move items around to confuse patrols, whereby the player can get a chance to steal a key from a guard to get inside the lower floors, bypassing most of the sneaking around and platforming. This method poses a risk of increasing the threat level.
The dragon grows in their ability as the player progresses through their treasure gathering; they start out with low stamina, only able to dive, breathe fire, and glide for a limited time. They will eventually be able to dive for longer, breathe fire more often, climb walls, and even fly, as they obtain the corresponding treasure to unlock an ability. Some treasures unlock very special abilities, which also change the skin colour of the dragon, but these treasures are either well hidden, better protected, or require the player to have an already improved ability to reach them. Players can only have one special ability active at any time, but can swap them out as and when they need them.
List of some of the upgraded abilities, and special ones, are;
- 1 – Trained Gills: Can dive for longer. Ability Upgrade.
- 2 – Claw Hardening: Can climb walls and grab nearby surfaces when falling beside them, using some stamina. Special Ability.
- 3 – Softer Paws: Walking over floor traps no longer activates them, using some stamina. Special Ability.
- 4 – Trained Air Sacs: Gliding no longer uses stamina. Flying ability unlocked. Ability Upgrade.
- 5 – Intense Flames: Fire breath can destroy all traps and locked doors. Objects on fire burn longer and fire spreads faster. Special Ability.
- 6 – Trained Fire Glands: Can breathe fire more. Fire plume no longer consumes fuel per second, and only use as much as a single fire ball. Ability Upgrade.
- 7 – One they Fear: Killing more than 3 people no longer causes a game over. Threat level increases faster. Special Ability.
- 8 – Trained Stomach: Eating consumables replenishes more fuel, stamina, and HP. More item types are able to be consumed. Ability Upgrade.
There will be a day/night cycle, with stealth being notably harder in the day. There will be at least six zones, each being somewhat of a mini “open world”, with the easiest having the most natural places to hide, and the hardest being in an urban area. (Eg. Loche Ness is the first zone, and has few areas with dense Human traffic. Most of the treasures are not guarded by more than two people at threat level 0.) I hope to add co-op play to the game eventually.
DEVELOPMENT STATUS
WORK IN PROGRESS
No date for this game can be given yet, as it is still in the very early stages of its development.
Items on this list are not being completed in order.
COMPLETED ASSETS
- PLAYER MODEL
- HUMAN NPC MODEL
- SECRET BOSS MONSTER MODELS
- CONCEPT ART
- TERRAIN – ISLAND HUB
UNFINISHED ASSETS
- PLAYER ANIMATIONS – 23/40
- KAG MODEL & ANIMATIONS
- SPIRIT MODEL & ANIMATIONS
- HUMAN NPC ANIMATIONS
- ARCHITECTURE
- TERRAIN – WORLD ZONES – 0/6
- LIVESTOCK MODELS & ANIMATIONS
- CONSUMABLE ITEMS & BREAKABLES
- TREASURE ITEMS
- SECRET BOSS MONSTER ANIMATIONS
- AUDIO & VISUAL EFFECTS
- VOICE ACTING
- MUSIC
- PROGRAMMING – CONTROLS
- PROGRAMMING – AI
- PROGRAMMING – ABILITIES
- PROGRAMMING – OTHER (there’s a lot more, trust me)
- PACKAGE ART