Steampunk Project

cody-home

Steampunk Project, 2008

Homebrew Nintendo DS Project
On hold

Team: Third Charm Entertainment


My Roles: Director, Producer, Designer
Collaborators: Katie Seaborn, Matthew Louie, Eric Raue, Sammpa V. Raski, Lanz Singbeil, Shane Morin, Jeff Yin, Rebecca Tripp
catnip

Details

An ongoing, homebrew game project for the Nintendo DS. The project is used by members to develop and present their respective skill sets. The project is large in scope, working on it intermittently as we pursue schooling, graduate studies and our careers.

I formed the team from colleagues at Simon Fraser University, and it is my first time working with and managing such a large team. It has proven to be a great, but enjoyable, challenge.

The project is for personal development: we plan to make it publicly available upon completion.

Highlights

Our concept is greatly inspired by the early Lucasarts Adventure titles such as Monkey Island and Maniac Mansion, which are seeing a resurgence in recent times and fit well on the DS. Monkey Island creator Ron Gilbert suggested adding an eccentric quirk for the main character when I spoke to him at the Penny Arcade Expo in 2009.

Media

Process

The Idea
Fitting perfectly with the Steampunk theme, our game centres around a brilliant prosthetics engineer investigating the death of his wife during a time of social upheaval in a city filled with eccentric citizens and mad scientists.

Using traditional point-and-click gameplay elements, we added an ‘Invention’ mechanic inspired by the mad science and Steampunk themes. Many adventure games have ‘single use’ items that clutter the inventory until removed through story events. Our design allows players to break down items (Inventions) into their component parts, then reassemble them into different Inventions. Giving the player even a single new part can give new uses for their entire existing inventory.

Organization
The team is separated by both distance and interests, so creating a platform for tracking our work and communicating is essential. We employ the TRAC online system for maintaining our Game Design Document and for submitting and tracking development tasks. Reports are privately submitted through our main website/blog.