Thanks Deejay, I was hoping you would check the forum...
Awesome game by the way (clover), I only have the demo at the moment but will definitely buy it very soon.
With regards to the IP for Dizzy: I intend to create the game concept in its entirety and 'maybe' create a 'proof of concept' which will be a small section of the game.
I will then package it up and if we can have a meeting with the twins I would be more than happy to present the concept to them, if not, I will email/post it and wait for feedback (if any) in order to bring it inline with their expectations
If I am told to bugger off I will change the main character and publish as another name.
Dizzy's future... I have given this a lot of thought and I do intend to move Dizzy away from the fantasy roots and open him up to a whole universe of possibilities (literally).
2 years ago I posted my initial thoughtsThese have changed slightly as this was intended for xbox arcade release but since then my life has gone in a different direction.
The iphone is the ideal platform for a remake as their is a retro revival on their at the moment and it's pasts Pac Man, Space invaders phase and is now moving into it's amiga/mega drive phase... ok their are big companies making the big 3D games but even 'Chaos Rings' the new RPG from square equix still looks at home on a playstation 1.
Users need simple controls, engaging story and fun which is what is Dizzy is about.
Health and inventory - I agree, the lives are pointless and will be dropped, I will include health as their will be fall's and minor obstacles like a platform game but no real death as such. The inventory I have highlighted in the visual as a satchel; when tapped it will bring up the items you are carrying, and other options (such as score, hints for puzzles etc) and items can be combined to solve bigger puzzles. items can be dragged and dropped on things to activate.
*Possible New option: As you progress through the game your experience points will increase. These points can be used in 3 ways - Jump, Run, Health.
Jump - can open up new areas of the map which would be inaccessible without the boost. (for re-playability)
Run - Can speed up movement about the map
Health - means you can take more damage from falls and creatures
This is getting long...