Well hello again! It's been a while, hasn't it? I suppose it's always a while in-between posts. I could go on about what I've been doing these past few years, or how my life has changed, or how a certain virus has caused a certain worldwide situation, but to be completely frank, not much has changed for me personally. I've been working on the odd project here and there, playing around with different games, programs, drawing styles; exploring music, poetry and a lot more. However, none of those were activities I deemed worthy of a blog post.
Enter Paperboy. This is a game idea I've had for two years now, and which my recent lack of employment has made me want to finally take seriously. Long story short, Paperboy is an isometric 3D puzzle game in which the goal is to deliver newspaper to people's doors. Silly premise? Absolutely, but that's by design. The core idea came from a casual conversation between some friends and I, in which we discussed "liquid fizzlers" - picture Portal 2's fizzlers, but behaving as a stream affected by physics. My mind fixated on garden hoses and sprinklers, to which I thought "why not lean in on that?" Thus Paperboy was born. The idea of a newspaper delivery boy navigating gardens and patios, trying to get a pile of newspaper to the front door of houses was both charming and comical, and starkly contrasted the seriousness and "realism" of most of my other game ideas.
All mechanics, obstacles, hazards, and overall themes and level design choices were conceived from the premise of delivering newspaper through gardens. Water became a threat to papers. Flower patches became obstacles for the player. Fences, gates, crates, they all became navigational assets. Levels could take on the form of pompous mansions with lush gardens, or concrete patios with mud pools and wet cement.
With such a simple, yet flexible premise, what took so long to get started?