The final chapter of John's story and pursuit of Dottie. Only a few more steps and they'll live happily ever after.
Use 1-8 to play simple musical harmonies to bring them closer to eachother. This sketch used a tone instrument with a oscillator sound which I actually thinks works pretty well, it has a innocent and slightly nostalgic sound to it. Works better than the sound of a "real" instrument for this sketch.
Go make John a happy man.
Tuesday, June 21, 2011
Thursday, June 16, 2011
Sketches: John the Dancer
What's this? Could it be John, happy and in love?
Finally Dottie, the love of John's life, has seemed to respond positively to some of his advances. Completely drunk with love he starts a dancing frenzy!
Oh, did I mention, this sketch is in 3D! So go check out John the Dancer. (Might take a long time to load)
Finally Dottie, the love of John's life, has seemed to respond positively to some of his advances. Completely drunk with love he starts a dancing frenzy!
Oh, did I mention, this sketch is in 3D! So go check out John the Dancer. (Might take a long time to load)
Friday, June 10, 2011
In development: B'looning Away
No rest for the wicked, I've started working on a game again almost right after finishing up all the mandatory semester projects.
The basic concept is the same as Neno from my first semester, however it will be completely redone and all the extra narrative and gameplay stuff that was piled onto the Neno will be stripped off, so it will end up being the concept initially pitched. The reason why it's important for me to remake and work with this concept again is that I feel it has potential to be an interesting experience (although not necessarily a game). There's something very innocent and nostalgic about blowing around a balloon.
The game will now be about a boy who has lost his balloon (so there is no longer a boy from space). The player will then be left to explore the universe and fly higher up or collect things to fly down and reunite the balloon with the boy. The balloon will always be moving upwards in a certain speed unless the player collect things which will weigh it down for a while, and then it starts moving up again. A very simple premise for what is a very simple game.
Although I initially thought I was going to reuse the art assets from Neno, I ended up redoing everything again and it looks much nicer now when there's no time constraint and absolute creative freedom. In fact I am enjoying creating assets for this game so much, that I ended up having made the background for the first level within one week, but there's still a long way to go.
The basic concept is the same as Neno from my first semester, however it will be completely redone and all the extra narrative and gameplay stuff that was piled onto the Neno will be stripped off, so it will end up being the concept initially pitched. The reason why it's important for me to remake and work with this concept again is that I feel it has potential to be an interesting experience (although not necessarily a game). There's something very innocent and nostalgic about blowing around a balloon.
The game will now be about a boy who has lost his balloon (so there is no longer a boy from space). The player will then be left to explore the universe and fly higher up or collect things to fly down and reunite the balloon with the boy. The balloon will always be moving upwards in a certain speed unless the player collect things which will weigh it down for a while, and then it starts moving up again. A very simple premise for what is a very simple game.
Although I initially thought I was going to reuse the art assets from Neno, I ended up redoing everything again and it looks much nicer now when there's no time constraint and absolute creative freedom. In fact I am enjoying creating assets for this game so much, that I ended up having made the background for the first level within one week, but there's still a long way to go.
Tuesday, May 31, 2011
Sketches: John the Stalker
Here's another of my processing sketches from this semester. In this one John assumes the role of a love struck man (aka stalker).
John has met the girl of his dreams, unfortunately he's not the guy of her dreams. Use the arrows keys to get close to her and fill you love meter, but not too close or else she'll just think you're a creepy stalker.
So go and ogle the girl (aka the dot) in John the Stalker.
Friday, May 27, 2011
Reflections: The Date
The Date is the other game I've been working on this semester and that have for good reasons taken a back seat compared to the massive Octave project.
However I'm actually quite proud of it and did not feel like working on this game was annoying or a burden. I might even say this game is a more "complete" package than Octave is.
The vision was to create a game where we wanted to link the player's compulsive actions to an OCD patients compulsive actions and thereby create awareness around OCD and how there is a fine line between just being cautious and actually being OCD. Also we wanted to question players' natural score hoarding and how irrational it actually is and hold it up against an OCD patient's actions.
Positives:
Negatives:
Positives:
- Consistent artstyle. I seem to say this about every game I make, but it is very important to maintain looks, whether you like it or not, graphics are a HUGE part of games. The art duties were not dependent on me solely (for the first time) but was shared with another artist. I was responsible for characters, the interface and the end/start screens whereas he had the game objects and their animation. Sharing duties was a very interesting experience and furthermore to keep it consistent as if one person had made everything also shows the flexibility that both of us had. Another thing I'm proud of with the artstyle is that it is interesting despite being so simplistic.
- Fun factor. One of the things we were worried about while making this game was that it would not be any fun because of the simple interaction scheme (Spacebar + arrows) and the fact that the game has absolutely NO challenges whatsoever. In order to counter that issue, we wrote a lot of dialogue (monologue) for the character which has received a lot of positive feedback and created a lot a fun. The speech bubbles also acted as a heavy motivator for interacting with the game objects.
- Theory proven true. This game was built on a theory we had in the group, that gamers for whatever ever reasons would often be so compelled to gain high scores, regardless of whether the game was challenging/fun. This proved to be a good enough reason to actually build the game on as they did indeed behave in the way that we had anticipated. Scores are very strong incentives to make players do things.
- OCD communication. As this game was actually about OCD, we might have fallen a little short on communicating the message to the player. Originally the plan had been to actually integrate OCD information into the actual game and let realisation hit the player, that he was the one contributing to the character's disorder. However we ended up cutting most OCD related topics in the game and putting it in the end. This is a bit of a "screw-you" design as you pull the rug from under the player's feet and revealing what the game is really about. It runs the risk of being skipped and players feeling tricked.
I am quite happy with this game as I feel it provides a good play experience. Whether it is a good awareness game about OCD is very questionable, however even if it isn't a good awareness game, I feel players will still be able to take something away from it.
The Date is playable from here.
The Date is playable from here.
Friday, May 20, 2011
Octave
It's finally here! The massive project for the game development course this semester was finally turned in two days ago and the result is pretty good.
Octave is a third person action/adventure where you play a maddened composer travelling into his own mind and using music to destroy his inner demons.
I am going to do a reflections post later, when there's a bit more time and also in order to get a bit of distance to the project. Until then here's a trailer (that I edited in Window Movie Maker).
Octave is a third person action/adventure where you play a maddened composer travelling into his own mind and using music to destroy his inner demons.
I am going to do a reflections post later, when there's a bit more time and also in order to get a bit of distance to the project. Until then here's a trailer (that I edited in Window Movie Maker).
Wednesday, April 20, 2011
Neno, a bit animation
Aww... Though Neno is long gone I still can't let the little guy walk away completely. Here's an animation I did for him but didn't make it into our build. Obviously he's not supposed to constantly swing like this but just when the player blows wind on his balloon.
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