drafting out concepts and thinking about the antagonists did a little light go off in my head you see as a child i used to doodle all the time i'd always use the leftover portions of my school notebooks to draw all sorts of wacky characters i was always making stories in my head stories at one point that i hoped to bring to life some of these became comics others became rpg maker games enter the lead spooky scarecrow in his slew of strange foes i loved scarecrows as a kid it's kind of funny because in theme with friday night funkin and newgrounds these characters are not only derived from my childhood that was decades ago but they also became some of the first flash animations i had ever made when i was younger i wanted to try flash out because i used to watch lots of new grounds myself and that's why these characters were a perfect fit for the game i want to make so childhood characters thrown to the mix for a spooky horror experience and you have yourself a loose concept for a game i mean corn mazes at night terrified me and there was nothing worse than walking by dummies and scarecrows on halloween and not knowing if they'd jump out at you anyways alongside these characters there's definitely lore within all this too but that's something i won't be addressing in this video when making a game of any sort you want the world to feel believable but for zardi's maze i also wanted to make it feel mysterious and almost confusing this frustrates some players but others take up the challenge to figure things out without being told what to do it's actually probably not a good game design practice but sometimes you offer things that are unconventional my mind immediately goes to finance at freddy's and how convoluted everything was within those games but i digress zardi's maze was made over the span of two to three years from concept to release but it certainly was not a solo endeavor the team members that made this happen were developer zack fears NUMBER_TOKENd modeler and animator of the regressor and sound assistance by orchestral design i knew zack because i played this game bomb fest at pax east and other conventions which is a really incredible game by the way i knew the regressor from an undertale collaboration we did back in NUMBER_TOKEN and i met orchestral design at vidcon in the critters lounge and that was our team from there we selected an engine which in our case was unity and our adventure began so the first thing we did was come up with a design document this document basically lists out everything specific to the game from a summary of the gameplay experience to the player's abilities slash actions to the enemies environment and everything in between it's funny because going back and looking at this document now we deviated from a lot of really fun ideas at one point we thought about giving the player the option of grabbing a torch instead of the crank flashlight in the game so they'd have an option the torch concept would have burned the corn around you while also letting you on fire so we ultimately scrapped it because how ridiculous it was we outlined all the enemies the maze structures and a lot of other things originally there was a day night cycle with the game too but it
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