Hi, another week has passed. Our team is growing and with that so is the amount of time needed for production and design work. Its been a hectic few weeks, but I would like to take some time and introduce to you our concept ideas for gear and weapons in Deicides.

DESIGN AND STYLE

There are a few basic rules which we have to setup straight from the start.

How big on the screen will you see weapons and gear?

Is there any close up view like character selection menu, inventory, cut-scenes or just general presentation purposes?

How much "power-fantasy" we want to bring in to the game?

Like most Top down ARPGs our camera angle is quite high up. It will give us better game overview and also means that our gear does not need high level of detail like for example First Person Shooters. Having loads of details might even be worse for overall form and shape readability. However we still need a more detailed version for close up shots like Character selection screens as well.

Regarding the style, one of our major inspirations is Ghost in the shell and the way they sell slightly over sized yet functional looking weapons. "power fantasy" works really well here, you dont have a feeling that they are defying laws of physics most of the time, it feels believable.