The Gaming Blender

Post-Apocalyptic Platformer - Red Sky

Matt Culmer Season 1 Episode 54

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Ever wonder what it takes to navigate the perilous pitfalls of game development or how a seemingly promising title can nosedive into oblivion? Scott and I sure did. This new episode starts with the cautionary tale of 'The Day Before,' a game that promised the moon but barely lifted off. 

Next, this week's game! Picture yourself leaping through a landless world, where your home is a floating base that demands your wit as much as your reflexes. That's the reality Scott and I dreamt up in a segment that's as buoyant as it is boundless. We craft a 3D platformer concept where your airborne abode is as pivotal to gameplay as your platforming prowess. Tune in to hear us sketch out this fantastical realm where physics reigns supreme, and your creativity dictates your fate.

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Also please get in touch with us at @gamingblendpod or thegamingblenderpod@gmail.com with your ideas for new games and challenges.

We have begun to update our YouTube channel with video playthroughs and we hope to put more up there soon https://www.youtube.com/channel/UCZTPuScm5BTf8DdwvaCj0jQ

Keep blending!

Speaker 1:

Hello everyone and welcome back to the Gaming Blender, the podcast of the hypothetical and the podcast of gaming and, most of the time, hypothetical gaming. Matthew again joins me.

Speaker 2:

How are you, matthew? I'm very well. You got yourself in a right tangle with that intro, didn't you? Yes, I did, but it's okay. The hypothetical of gaming, of gaming, hypothetical.

Speaker 1:

But it's okay though, because if you say it in this voice, then people think you're competent, when in fact I know you can say that, when in fact I failed my GCSE.

Speaker 2:

Well done you.

Speaker 1:

If you speak as though you are cultured and educated, then people will listen to you as though you are a wise man, when in fact you're a fool. And that is basically both of us. Ladies and gentlemen, if you are new to this podcast, you're listening to two incompetent idiots talk about hypothetical gaming, so I hope you stay and listen to us ramble on.

Speaker 2:

We'll stay and listen to us make a brand new game. We'll stay and make a brand new video game while you're listening, and it'll be creative. You can listen to any of our episodes. We are a fountain of creativity and also a water hydration center of nonsense.

Speaker 1:

Yes, that's actually a good way of putting it actually. So, Matthew, how was your last fortnight of gaming? Anything exciting about?

Speaker 2:

it. It's been good. I've been. As you know, I've been away. I've been away. I've been touring Europe by train which, as listeners will exorcise me, know that was delighted me to know it and to be going around Europe by train, but it has been distant, distant from my beloved gaming. I did buy myself a because we've been playing football manager of late and I'm managing Dresden Dynamos, so I do I'm now. As I went to Dresden, I bought myself a Dresden Dynamos top, so I'm possibly the most committed football manager player in the world. But I wanted to bring up, and I was going to give you more warning about this. Apologies in the preamble, but have you been tracking the day before and by the day before I don't mean yesterday.

Speaker 1:

Yes, I have. I'll be honest, when I first saw the trailer for it, I didn't know anything about any of the controversies around.

Speaker 2:

Well, did you? Did you rewinding slightly? Did you see the trailer, the most recent sort of we're going to release trailer? Or did you see the trailer of what was it six years ago, where it was almost?

Speaker 1:

an unreal demo, the original one, which was like a demo, which to be just a complete fake and absolutely nonsense.

Speaker 2:

Well, this is, I think we should probably to stop ourselves being so much unsuited. We should probably preface this with all the fact that we don't know what actually went on, but it looks very likely that it was an asset flip game. Lots of stuff was promised and it didn't turn out to be anything like that. And to give those actually, I'm going to go right back to the start for those who aren't familiar with the story. Way before was way before. Day before was advertised way before.

Speaker 2:

Yeah, so that was advertised a long time ago as a big sort of unreal engine. This is what magical can do. It's going to be a multiplayer online zombie shooter playing with people. It's amazing, look, really, really interesting. Didn't grab me, but I could see how it was interesting. Technically it it looked quite interesting as well what they were to push for the engine years past delay, delay, delay, delay, delay.

Speaker 2:

It finally got released last week and when it got released last week it released it turned out lots of stuff was not the case and not present in the final game, and it looked like lots of things have been asset flipped, by that being meaning that they'd been purchased from other sites. There's nothing wrong with that and you can do that, that's perfectly fine. I mean, I work in CGI and that's a common practice but it's integrating them in a way that makes it feel like you've then added to them. This wasn't done. Lots of glitches, lots of bugs set people's computers on fire, as far as I'm concerned, and two days later the not only did they say they were going to do refunds, but the developer full blown shut down. So the developer no longer exists anymore.

Speaker 1:

Yeah, it's quite a saga and there was like this enormous preamble of everyone saying it was fake and then then going, we promise, we promise it's not, and then and then of course it then released and then the sort of the. It then went from zero to hero in no time at all and then all of a sudden it was, they were just gone.

Speaker 2:

We mean? You mean you mean here at a zero, not zero to here. You're quite right actually. So what was interesting? It was the most wishlist game on Steam and there's a lot of suspicion again hypothetical suspicion, this is the hypothetical podcast but that they were using bots to wishlist the game to make it seem more popular than it was, so to drum up the interest of actually the sales, because the thing is you can have, if they had got, if it was the most wishlist game on Steam and everyone had bought it at once, they probably would have been able to justify don't worry, we'll patch it. Don't worry, we'll patch it and kind of rebuild their audience. And I kind of think that might have been. The tactic is in don't worry, we'll release it, we'll see if we get big enough audience and if we do, we'll just patch it and work it back in now because it flopped and because of lots of people who wishlisted it didn't buy it, or if they were bots, then I think they essentially went oh God, we've run out of money.

Speaker 1:

Yeah, it definitely there's something. There's something fishy we are. We are, of course, not people to to throw around what it? What has happened, but yes, it's not not a good, wasn't a good week, Well the particular funny bit and this is the last thing we mentioned.

Speaker 2:

I say it's really interesting story. I encourage you to dig into it if you are listening. Interesting gaming, because it's a big sort of. It's a big sort of example how your marketing can kill you. But I think someone tweeted them saying like, what's happened? What's going on? This isn't thing. And her response was the proverbial happens was what they said on Twitter. Someone said why is the product I bought not good? And they went s happens.

Speaker 1:

Yeah, that's not a good way to respond to your clientele if you really care about it, but anyway we should. We should crack on because we've only done six minutes there. Normally it's about nine or 10 minutes of us nine or 10 minutes and actually I haven't.

Speaker 2:

We haven't said happy Christmas to everybody because this will be going out, this episode. This is about the thing with me doing all the background stuff. Scott's not 100% aware all the time when I'm going to be releasing these episodes. So happy, hope everybody had a wonderful Christmas. By the way, yay, wonderful Good tides to all men, etc. Christmas or holidays, happy holidays.

Speaker 1:

Yes, yes, happy holidays. That's that's probably the best way to put it. So, for those who are returning, welcome back. To those who are new to the podcast, welcome to the game. We are the podcast, as I said earlier, tried to say earlier, the podcast of hypothetical games. What we do each week is we put together a randomized genre of a couple of randomized mechanics and then shoehorn in a narrative at the end, which usually goes surprisingly well, given what we usually end up with because these are randomized. So what you end up with is mechanics and genres and narratives don't necessarily go together, but we manage it.

Speaker 2:

Well, last week I enjoyed our perma death detective game. That was quite. That was quite good fun. This is a game.

Speaker 1:

I've actually been thinking about this for a couple of weeks and I said a game. I want to exist and I want to play, but unfortunately only exists in our heads and the heads of whoever's listening as well, which is better than nothing. So we shall, we shall start. So the way this works is like I said we will choose a randomized genre and then a couple of randomized mechanics will start to make a game and then, once we're at a place where you know we're more or less happy with it, will try and put in a narrative as well. So, matthew, I have rolled your dice.

Speaker 2:

Yes, because we dice roll. When we get guests on, they get to pick numbers, but we are so predictable we have to roll dice.

Speaker 1:

Correct. Basically, I'm an idiot and choose the number seven constantly. So yes, Matthew, what you've got today is a platformer.

Speaker 2:

Okay, we've had a few of those late, but that's all right.

Speaker 1:

With base building, ooh, and RPG mechanics. Okay, and I won't tell you what your narrative is yet, because obviously we're not doing that yet, but that's what you've got so far platformer, base building, rpg mechanics, initial thoughts, okay, well.

Speaker 2:

I feel that it's fairly, fairly straightforward, so I'm wondering what you can do differently with that.

Speaker 1:

Yeah.

Speaker 2:

One thing that immediately springs to mind. God, I don't know why this is spring to mind, did you are familiar with the fantasy series Mortal engines?

Speaker 1:

The, as in the novel. I'm thinking of something else.

Speaker 2:

No, I think you, I think you are right, I think, because you about say Peter Jackson, yes, yes, so Peter Jackson produced a version of film. It was a book series, first sort of young adult fantasy thing and what it has had this great concept of. I've not read the books, but I really like the concept, which is post apocalyptic, dystopian future, because you know it's a young adult novel. Essentially it was all cities existed on wheels Nice and I think that that is something that I really like, the concept of of you building up your base space in this situation and you have to get from place to place to place to place and the improving your base actually improves the platform. In this sense, I think that's quite a nice idea.

Speaker 2:

There are a few games at the moment that are sort of coming out, that sort of sort of flirt with this, but in different ways. There's a game coming out and playstation the names escape me where you essentially have to repay your car, and each time it's a bit of a road, like each time you go out you have to make sure your car is good enough because it can take hits. And there's another one which the name escapes me now oh, no, no, no, of course, didn't scare me, but say something like skull and bone, which is the, which is the shit for in games coming out next year. You want me to ship you, so ship out. I kind of like that idea of you existing within your own technical space. So I'm wondering if can you do something without that with a platformer?

Speaker 1:

Yeah, it's an interesting one. I think you could definitely do something like that, I think, to make it as to give you as many avenues as possible. Perhaps you say let's say you take the idea of a city on wheels yes, we probably won't do that, but let's just say it is. Then perhaps let's do it, let's pack up now. Pack up now we're done and we're done.

Speaker 1:

Perhaps it can also go on the water as well. So then it gives you a variety of different places that you travel around to, but then you have to build that that's, that's I think that's exciting.

Speaker 2:

You have to, essentially. You get to a lake and you go. Oh bums I, my city is built entirely of sponges. This isn't going to go well.

Speaker 1:

Yes, I'm interested in how. How would you, how do you view this platform? Because there's two ways you can do a platformer. You either do the classic platformer, ie 2D, or you do, you know, something a bit more, a bit more modern. Which would you think this would best be suit?

Speaker 2:

I don't know. I feel like I initially imagined it. 3d, okay, yeah, 3d, yeah, I'm using the right thing. I kind of like the idea of your. Do you ever remember the game NAC that came out for PlayStation? No, it was one of the launch titles for the PlayStation 4, but it had this idea of this character that grew and shrunk with whatever you designed to do, and I like the idea of whatever your base was or whatever your building gets bigger and bigger and bigger. It becomes more lumbering and difficult to control. So maybe you might get to a section of. I need to get to that high bit. Let's break off the CBD district.

Speaker 1:

Yeah, I'm trying to. So what sort of there's a? I'm trying to think how to make this original. Do you know what you?

Speaker 2:

could do. You could Just to be slightly funny about it, that if you were thinking about humans you could do insects, because insects all have very specific homes, even if you were like I don't know how you do it, but if you were moving Ant Hill, because Ant Hills have all those complex tunnel systems inside as well.

Speaker 1:

I'm not sure that. Yeah, I can see where you're going with that. I'm not sure the Ant Hill would work because physics would intervene and say A beehive, perhaps. I don't think. Yeah, I can see where you're going with that, but the actual, I think Ant Hill would die quite quickly and Ant would be buried alive in their own Ant.

Speaker 2:

Hill. So okay, well, what is this base? I think that's what we've got to work out. If we work out what the base is, we can decide how it moves, because it's very hard to.

Speaker 1:

Yeah, so I think you've. So you either go big or you go small. I guess.

Speaker 2:

So I mean those are two options. Yes, Thanks that, Pearls of Wisdom If you go big or you go small.

Speaker 1:

I'm taking a dose of my own medicine here. Yes, yes, you can either. You can also go medium, medium.

Speaker 2:

Okay, yeah, extra large, yeah, what's?

Speaker 1:

dress size of you, sir? Just smarty pants? That's very rude. No, no, no need for that. So I mean, are we include? So you mentioned stuff like skull and bones, where you Assuming you have a shit that you're going to upgrade Do we count that as a platformer because you're having something that?

Speaker 2:

No, I don't think that fully counts as a platformer. I think you need that extra level of that, like going there, you're going from side to side. You really need all axes involved side to side, up and down. I think you. What if you could do a flying machine? You could do flying machines.

Speaker 1:

I was just about to say what if it was something like a big blimp? What if it was like an upgradeable blimp?

Speaker 2:

We've had this before with blimps in our travel game. Do you remember that I'm going to go by blimp in our travel racing game? Yeah, but you could do Maybe you have complete freedom in how the thing flies, like how it operates to add a little bit of mental thing to it. So you can't just whack a propeller on and it goes. Now it flies. You actually have to think about okay, if I put this much weight on it, or if I put a new I don't know if I put a gun there, the whole thing's going to collapse forward. So you have to be very careful with how you apply your stuff. It's a very physics-based platformer.

Speaker 1:

What if so? Let's say that let's imagine a world in which you couldn't there's no such thing as land. Okay, there's no, there's no, as in there's no land you can actually physically walk on.

Speaker 2:

You could say so it's like water world. We've done this a few times with water. Is there another way of doing it?

Speaker 1:

So potentially you could do it. Where the actual surface of the continents are in some way uninhabitable, there's a reason why people can't go there. Let's say you could make it post-apocalyptic and say it's in ruin. Or you could say that's just been the way it is and you could say that the only places you can go to in the world are the mountains and the seas.

Speaker 2:

Do you know what we've done before which actually might work quite well? Go on, I'm here is Well, we haven't done it before. We haven't done. We've done it before, but ages ago, was it zombies? Okay, so maybe we go back into the zombie thing, but they're much more sort of aggressive to really stop you from landing anywhere. The real intention is they struggle to climb hills, as you said. So you want to be landing in mountains, but if you land in flat plains, they're really aggressive and they'll run and attack you kind of thing. It's permanently like dying light in the nighttime. So you're always really screwed if you're landing in a Okay.

Speaker 1:

So let's say, okay, let's run with that. So let's say, the only people that still exist, the only way you can get around, is via the air. Okay, so you can use any form of. You can create any form of air travel you like. You could feasibly make airships, for example, but you don't have to set this in the mobile world. Zombies can exist in any sort of universe, so you could set it in a fantasy setting where there is magic or where there is some other form of science that allows things to give things the ability to fly. So essentially, you do that and then there's you have to. The idea is that you slowly but surely upgrade. Let's say you're like a trader or like a merchant or something, or a smuggler, something like that, and you have to travel around a lot to do whatever your job is. And as you go further and get more money and get more resources, you can build on your ship and get that ship to be bigger. You can take on more cargo, you can smuggle more cargo, whatever it is.

Speaker 2:

I almost see this as a version of you. Remember the game Raft we played? Yes, I almost see this as like an airborne version of that, but more physics based, as you were saying. It's more like if you make something that won't fly, then you won't fly. So one thing we're not really addressing is RPG mechanics no-transcript. That's very good point. Casually ignored, one of the casually ignored. Now, the RPG mechanics Are they. Are they you or are they your base? That's a good point Because, kind of, if you are building a moving base and moving base that does everything for you, then you're actually upgrading something with RPG mechanics. That is what is not you. However, a role playing game implies that you are playing said role.

Speaker 2:

Quite potentially, maybe you, maybe you separate it, maybe you separate it in terms of your physical attribute, skills or whatever it is, get applied to your vehicle. But experience points and your notoriety no, no, no, no, no, no, no, no, no, no. A broken, broken. There we go, thank you. That which is that is your reputation within the world, is is affected by what you do and you sort of level up. So, for example, if you become a more prolific trader, you can get more, better prices for things and you can upgrade and you can sell more things in bulk to bigger cities and you get access to higher trading levels. And then say, if you decide to be more pirating, you have maybe more of a reputation about you and again, you can target more high profile fleets etc and you can actually maybe, if you're a pirate, you get more high profile information about where big trades are happening. So you're kind of upgrading your character, becoming bigger and bigger in the world, whilst the actual upgrades direct physical upgrades happen to your ship.

Speaker 1:

I think, yeah, to include to make sure that the, to make sure that the sort of that, the zombies, are included as much as possible. I think because that because?

Speaker 2:

because they get really sad if they get left out. They really do. So the little zombie eyes don't do that.

Speaker 1:

Oh, I think you've got to. You got to institute a sort of like your ships will you know, they require maintenance, they will break down the run out of fuel, that sort of stuff, and also the stuff that say, if you're a smuggler or a merchant or say you'll say you're just, you're just a person who procures things for people, then why is she what you call? What you call that?

Speaker 2:

Delivery. Man, you're delivering man.

Speaker 1:

But you've actually got to go and delivery man gets given something and then takes it somewhere. This is someone who actually gets to go and find something and then bring it back.

Speaker 2:

Oh, I'm sorry.

Speaker 1:

I'm sorry, you're an archaeologist delivery man, basically yeah, then you know you said that that means you have to interact with the world, because the places that you need to go and get these things are usually going to be not in the places that are safe. They're going to be in the safe.

Speaker 2:

Yeah, yeah, and I think that's that thing is how you have that danger element of you have to go into town. You have to go into that and source things. I like the idea of I like the idea of you making a plane or something like that and going, wow, I've done it, I've nailed it, this just travels so quickly, and then realizing quickly that I got it burns, for, yeah, burns through fuel or whatever.

Speaker 1:

Yeah, or you can only land in an open field or a runway.

Speaker 2:

Oh God, that would be. That would be really funny, is it? You suddenly realized, oh wait, hang on, I need a lot of room to land here.

Speaker 1:

Yeah and then. But then if you build something that is basically a big helicopter, then you can't carry much, because a helicopter can't carry much, whereas yeah, I think you can have.

Speaker 2:

maybe you can upgrade yourself in terms of you. Can you start off with just having your own inventory and then you can build you storage boxes on your inventory. Eventually you can upgrade and have like a home base, as it were, to drop things off in. But for the stars, the game at least the majority of your you have to carry everything you own with you. So you have to think about that. So I imagine most players, if they're playing this game, right, I want as big a vehicle as possible and then swiftly beginning to realize, hang on, no, I need to get the balance right because, because the Titan plane 506 won't actually land anywhere on planet Earth, yes, and it's very, very, very slow and like has no fuel efficiency whatsoever.

Speaker 1:

The zombies know exactly where I am.

Speaker 2:

But hey, I like the idea of you. There should be. There should be a joke item which calls should be called like landing a sister and what it and it's got no descriptors. Just says on it like helps assistance with landing. And then people equip it and then, as it landing, you just get a little microphone appears on your thing. Go go, just go, vehicle is landing, vehicle is landing and it just attracts all the zombies at once. That would be so funny.

Speaker 1:

I would enjoy that. Okay, I think we've got. Yeah, we've got. We've got more or less. We've managed to manage to more or less get something together there. So I'm going to give you a narrative now. Oh God, want to brace yourself for this. If it's forbidden love, I'm going to stab someone. It is not forbidden love, nor is it read access, which would have been interesting.

Speaker 2:

Read access would have been. I have two bigger plane. What shall I do?

Speaker 1:

What you have is the riddle.

Speaker 2:

Oh, come on, say it just just just do the summary, just do the little summary.

Speaker 1:

You have the riddle Continue.

Speaker 2:

No, no, no, you do this. Got a summary afterwards.

Speaker 1:

I thought you were saying I want the summary.

Speaker 2:

You can't just sit there and say the riddle, riddle is not me, just just go, you go.

Speaker 1:

can't just podcast host, can't just sit there, so it's the middle I thought you were saying, no, I'm done, I'm, I'm really why might be the summary. The riddle love, a good mystery. This is the plot for you, is the summary that you have written for us.

Speaker 2:

Come on which doesn't give you a lot. That would have been perfect for. That would have been perfect for. Would have been perfect for the last one. Yeah, okay, right. So your character dressed in green. I'm gonna call him the riddler riddler.

Speaker 1:

The riddler has survived.

Speaker 2:

What should be, maybe. Maybe there is a mystery in the sense of what cause? I think the obvious one is like what cause the apocalypse? How did this happen? And then maybe you could add a sort of slight Horror tinge to it.

Speaker 2:

The characters you meet and you're helping out the npcs, as you discover they actually were more and more, perhaps they were more and more Responsible, you realize, for how this virus spread and how this got out. And as you work things out, you can start helping some more than others there, perhaps that all so set up in their own way. So one scientist accidentally made the virus, but then it was a bigger corporation that decided to not do the safety checks on it. So you kind of then have to work out okay, well, I'm gonna help this person more because I feel like they weren't quite as as at fault. I don't think. I don't think that it needs to be one of these choice based narratives in the sense of this is what happens if you decide with this person, this one, this person, perhaps you just get more of the story, depending on who you side with and you get their point of view.

Speaker 1:

So one thing you could do I'm not sure how you feel about this, but one thing you could do is that you could make, you could make the game very, very sandbox.

Speaker 1:

Okay, in that you, but you, but you. But what you do is you layer this sort of face layer story behind it that doesn't actually, doesn't actually into the story, doesn't necessarily in as in what happened to the world, doesn't necessarily interact With you. You're going about your, your daily business and perhaps what you do is you build it so that that question that you said about okay, so what happened in the world Perhaps you build that very subtly into the background of the game so that as your, as your progressing through and doing more jobs. If you start picking up little bit, little bits of pieces of information here and there and actually you know players can go through the whole game and not actually notice it. But an eagle eye player you know the players who like to go everywhere and find everything Can find all of these pieces and put together, if on their own, back the story and figure out yeah, maybe there's some sort of rewards that in the sense of.

Speaker 2:

If you put it together, the piece goes and the scientist that created this is based in, there's a secret bunker and you can get to that secret bunker and go down and which has some sort of like physical rewards your plane but then has a story pay off, more important, anything See, you can say maybe you meet a scientist who says, no, this is the, this is the bit, maybe a bit of exposition, but essentially just going, this is this person did this, this person did this and kind of clarify is your further viewpoints and that will change how you interact with. So say, if you were helping this guy called that's for that, that's that's called a guy and Kevin, just because I'm not saying that you're helping Kevin and then all of a sudden you, you put the pieces together and you get this ex the exposition you got oh, my god, kevin was terrible during the pandemic. I don't know if I want to help him. Maybe then different missions open up where you can actually start to sabotage him.

Speaker 2:

Once you've uncovered the mystery. You can choose. You can essentially dish out justice on NPCs as you see fit, so you can kind of it's a bit sort of like almost retribution. You can then act on them, using by then, hopefully, your god dimension flying machine. And do you think we?

Speaker 1:

make. Do you think, like I said, we make that like a like, almost like the story is an optional thing, you don't?

Speaker 2:

know. I think so because I like the idea of you working with this, I think, and NPC dialogue like you have a lot of that in that but I like the idea of you put it together and realizing that Actually the people you've been helping aren't that great, and then you get to turn on them and just be like right, actually, and I was meant to deliver all this flower to Kevin, but in fact I decided that I'm gonna bake a massive cake for myself instead.

Speaker 1:

It's a bit more old style gaming with his less hand holding and this less. You must pick up this at this location. Yeah, there's the arrow to point. It's a bit more like you find bits and pieces here and there and then you go on. This is the best.

Speaker 2:

I see it is a mix between the sort of dark souls background narrative and the fallout Skyrim narrative where you could very much just choose whether you want to drop it or leave it. So you have that, that interaction, combined with the way that Skyrim and fallout drop into the background.

Speaker 1:

It's just, it's very shoehorn at the end. But I think I feel like I just thought, obviously it's very sort of air traveling. We're setting it in a sort of a post-apocalyptic universe. Potentially Do we make it so you actually have to navigate.

Speaker 2:

Do you?

Speaker 1:

do it, do it. I like the idea of you just maybe the question markers it's here is a physical map.

Speaker 2:

You know that you're here, but you need to get over there, but there's no idea of you getting maybe a world map and then just going right okay, that kind of looks like where that was, I'm gonna. I think that.

Speaker 1:

I think that's some hometown, I'm gonna write that down Is what will end up happening is you'll end up having all these things where people land in where they think is Actually over here and you're like crap, and then you end up having an adventure over there when you actually meant to be over there, which.

Speaker 2:

I really like the idea of you getting off and going. That in PC doesn't look like he wants that much flower and he seems to be running towards me very quick.

Speaker 1:

And he's foaming at the mouth and all bloody, oh I got on all the flower.

Speaker 2:

All know that's not flower, that's phone run.

Speaker 1:

I think I think that work and I know I do. Summary, while you think of a name for our beloved creation yes, so this is what we have. There is a 3d platform with base building and mechanics. The world was setting this in a post-apocalyptic world, where the post apocalypse is zombies, as it normally is nowadays, but what humanity has now done is you have to, because the zombies are so prolific. You have to navigate everywhere via the air and in this, in the base building sense, what's going to happen is you're going to have to design and build your own flying machine.

Speaker 1:

Okay, and you can build it however you like. You can have a blimp. You can have a plane. You can have a helicopter or anything else in between that you can think of creating, but it has to apply by laws of physics and all that sort of stuff. You can choose from a number of different. It's very sort of sandbox game.

Speaker 1:

You can choose from a number of different sort of professions. You can be someone who's a smuggler. You can be a sky pirate, which sounds like the best job in the world. You can be, you know, a merchant smuggler whatever. It is a white van man, but a plane where you can deliver stuff and fetch things for people. Whatever you want you, as you sort of progress through, you can upgrade your ship, you can upgrade yourself, you know, with the sort of because you mechanics have been able to. If you want to be better at, say, combat, as a sky pirate, for example, or if you want to do better at trading, or better at finding stuff, better at navigating, perhaps, then you can upgrade yourself in that way as you're moving around the map.

Speaker 1:

We're going to make it so that there's no quest markers, so you have to actually listen to what people are telling you and you have to actually consult the world map, which will lead you to landing in the wrong place a lot. And there will be a sort of a background story that is essentially optional, where players can find bits and pieces around the world that linked clues about. You know what happened to the world, and if E-Guide players put these together, this will lead to a certain location in the world in which the player can go, meet some NPCs that were involved in what happens to the world and then progress a storyline from there if they wish. And the name of this game, matthew, is what. I've got four. I've got four names. I've got four names.

Speaker 2:

Kevin, susan, johnny. So I kind of like the idea. I just like the word sky, I think, or skies, I think. It's quite a nice word. I like sky, I like sky. But it just has quite a nice word. It's good. It sort of adds a quite drama, it's quite punctual but also sort of smoother tongue. So I've got four. I've got again safe skies, wayward skies, and then I've got this. One's a kind of hybrid one, because you know the red, the expression red sky at night. So either red sky at night or red sky. I thought you about to suggest shepherd's delight.

Speaker 1:

Is he about to name this game shepherd's delight?

Speaker 2:

And the final and the final suggestion was Skyrim.

Speaker 1:

if no one sees that, Skyrim no, I've never heard of that before.

Speaker 2:

No, no, I like red sky, I think.

Speaker 1:

I like red sky. Why, why red?

Speaker 2:

Because it read red doesn't read the mean violence or something like that Red sky at night, shepherd's delight red sky morning.

Speaker 1:

Why don't you call it red sky at night?

Speaker 2:

Because, then everybody? I should like the idea of everyone looking at the shops and go shepherd's delight. Exactly, it's giving reviewers an easy goal, isn't it? To be like red sky at night? It was a shepherd's delight.

Speaker 1:

It's bait for journalists. Do you want to go red sky at night, then, rather than red sky? Well, to be fair, it would be a bit confusing, because the game is not going to be all set at night, whichever would be like. Hang on, there's a day night cycle. What the hell is this about?

Speaker 2:

So yeah, my two favourites are red sky or wayward skies.

Speaker 1:

It's going to wayward skies. I do quite like red sky. Yeah, red sky.

Speaker 2:

Where's red sky?

Speaker 1:

Red sky Okay so everyone that was red sky at night? No, not shepherd's delight either, and not shepherd's warning or red sky in the morning.

Speaker 2:

You're just doing the wrong way round. Red sky Shepherd's warning. Red sky morning Shepherd's pie.

Speaker 1:

That was shepherd's pie. That was red sky coming to. I think this is a PC game.

Speaker 2:

I sound like a PC game. I imagine it will come to PC. Someone will go. I don't know where the throttle is. You built the throttle, I know yes exactly.

Speaker 1:

So everyone that was red sky. I hope you enjoyed that. Please like or subscribe to the podcast. If you are a new listener, if you are a return listener, welcome back and please do stick with us as we continue through our journey of mystery games.

Speaker 2:

Get in touch with us on Twitter or use the email in the podcast notes if you want any suggestions thrown into the next game. We're always happy to try a challenge if you want to see what you can make. I mean previously we had like motion controls on a wrestling game was one of the challenges. That was entertaining. That was entertaining. No, it was the story of the Great Librarian. She was magical.

Speaker 1:

That was actually quite an early one. Yes, no, please do send in suggestions. We love a challenge, as you can tell, because we give ourselves random mechanics and then have to force them together. So clearly we hate ourselves. So I hope you have enjoyed that. Thank you very much. In the meantime, I have been Scott.

Speaker 2:

And I've been Matt. Have a wonderful new year everyone. For those who are celebrating new year on the 1st of January, have a lovely day, Stay safe and we will see you in 2024.

Speaker 1:

And happy holidays. See you soon, bye, bye, see you.

Speaker 2:

Bye.