I've been thinking really hard about this for a while now. The mechanics are becoming really clear cut and specific. The theoretical kinks have, for the most part, been worked out, and implementation of a vertical slice can begin (I was being held back because I didn't have a solid idea on how to make a good level, because I knew I was missing some pieces of the puzzle). There's just one issue, however.
I started working on this project as a LEGO fangame for two critical reasons; the first is that I wanted to prove to LEGO that you could make a LEGO game with respect to the company's values which didn't have to be repetitive trash, and the second is that I wanted the mega reputation hit that would come out of working with a popular IP.
Unfortunately, there's three major issues; firstly, under no circumstances when I work with the LEGO brand may I obtain profit. Likely not even donations. I would have to work entirely for free, and I'm not exactly swimming in bank notes. Secondly, even if I stick to the no-payment rule, there's the big chance that LEGO may rock on down and tell me to scrap literally everything, and I don't have the means to fight their legal team. Finally, making a game intended for children means having to really cut down on content and mechanics to fit the audience (I have designed the rules for a Kids Mode, but it means a lot of extra work on top of the other modes), which means suboptimal conditions to really test this approach and keep myself engaged.
The options I'm left with are:
- Face the risks and stick with the LEGO theme for the rep.
- Forge my path and make some cash.
- Go the Blockland Route and use Generic Bricks to achieve a similar, but legal for tender product.
What's my best choice here? And what kind of story aesthetic should I be aiming for?
A part of me sees the slight irony in being based in Sydney and making a detective game to create my reputation based on things I didn't like from a detective game made in Sydney that killed the reputation (and company) of that studio.