Originally Posted by
bfagames
LOTS of stuff planned! We wanted to get the demo out before Christmas, so we committed to a bare-bones list of deliverables to achieve that. First and foremost we want to clean up the demo a bit: UI refiniments, asset optimization, and there's a ton of little detail things I want to tweak or rebuild from scratch. Once we've got the demo locked down, which we should be able to complete in the next sprint, we can move on to the campaign.
We've got a full story mode planned, multiple environments, multiple lanes of traffic, lots more cars to jump, lots more characters to jump with, an overdose gameplay mechanic, and some other stuff that's a little... out there. I've got a couple of ideas for multiplayer as well, but that's at the bottom of the list.
As for the music, that rolls into our idea for the presentation: the narrative is going to revolve around bored people who are so over-caffeinated and overstimulated that nothing is exciting anymore. So your character invents the sport of Car Jumping and quests to make it the most popular form of entertainment in the history of time and space, because they have nothing better to do. These people have no budget or equipment, though, so the music is performed with a kazoo, the power-ups are literally attached to fishing lines, and the UI is scribbled onto scraps of cardboard. As the story progresses and the sport gains popularity, budgets increase, and the presentation (including music production) will evolve accordingly. That's our goal, anyway.