ONION FUTURE
Onion Future is an RPG in development for the Playdate, a handheld console with a crank on the side. Start Date: 1.13.25

Pre-Project Ideation
exploratory sketching
Make it stand out
It all begins with an idea. Maybe you want to launch a business. Maybe you want to turn a hobby into something more. Or maybe you have a creative project to share with the world. Whatever it is, the way you tell your story online can make all the difference.
game POV and single and multi-character dialogue view
character and stylistic exploration
character and stylistic exploration cont.
Flute
Combat
Complex "abstract" example of crank interaction: The crank is not directly linked to a physical game-world action, but is instead an intuitive method of control for the combat UI.
We reimagined the traditional turn-based RPG combat system in a way that takes advantage of the crank to add more dynamic decision-making to combat. In this example, "actions" that would normally be in a list are instead placed as "nodes" on a battlefield. The player uses the d-pad and the crank to first select line segments of varying shapes and then uses the crank to angle that segment, forming a path out of multiple parts. They then select a node in a certain range at the end of their path and perform the action associated with that node. In this way, the player is forced to consider not only their actions but also their position on the battlefield.
Pre-Project Design Proofs
proof of concept for types of crank interaction
Analogous crank interaction. The player turns the crank to simulate the feeling of blowing into the flute, as they press the keys on the d-pad to play different pitches. As they spin the crank faster the sound gets louder simulating the effort one would put into blowing into an actual flute.
1-Bit Art Proof
earlier concept art translated onto the playdate originally handed out for people to demo the crank during our pitch

chopping wood
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fishing
making potions
combat
Nina Gamboni: 2D Artist Xinyu Li: 2D Artist Derek Wong: Programmer, Tech Designer Michael Wong: Producer, Sound Designer Ean McFadden: Game Designer Collin Rehmeyer: Programmer, Designer
Art done in Photoshop, Aseprite, and Pixsquare. Programming done using Lua and C.