Tagged: design

After Lotus Point #004 : oooh pretty!

Refining the “space hulk” generation process is quite a task. Here are some screenshots that show the kind of shapes and complexity we are playing with.

Thundering means flying...

Thundering across the stars!

Above is an example of using the rib-like structures the vessels are made from to create different types of explorable spaces.

Initiate docking procedure

STAY ON TARGET!

The aim is to create something that feels like it is both an ancient, collapsing spaceship and the bizarre remains of some starborn creature.

Or.... BOTH?!

Eye or airlock?

The reasons for this design direction go beyond ‘we think it’s cool’ and are in service of the back story… more on that later though.
Initiate docking procedure.

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Global Games Jam 2015.

To begin with I’d like to point out that, as we have previously said, one of the issues with a two-person team is things take forever and we are focused on tasks that aren’t blogging about progress…

However a few weeks ago Phill and myself took part in the Global Games Jam event, and because that is self contained it’s easy to post up a bunch of stuff about it!

The theme for the jam was ‘what do we do now?” and we chose to take that in a dangerously route one direction and make some kind of game where the player doesn’t know for sure what the task is, or how to complete it.

The key mechanic for this, we decided, would be a ‘warmer-colder’ type feedback system. What that meant practically was a game where you get a pleasing sound rising in pitch when you do something correctly, and ¬†descending in pitch when you do something wrong. We reinforced this by having everything change colour at the same time- brighter for YES!, darker for NO!

 

Look how clever and cryptic we are haha!

What do we do now?

As you can see from the above screencap, we even made a menu. Very professional.

Now as I’m sure many of you will know, the nature of a gamejam means things very quickly get strange, and this project was no exception. Before we knew it we were making some kind of hell dimension puzzle. And we were OK with that.

The main idea throughout was to keep the player guessing, and we chose a KNIGHMARE referencing aesthetic. Partially to pay a nostalgic homage to our collective childhood, partially because it looks cool.

ENTER, STRANGER.

A bizarre, hell-like environment.

If I explain any more it will ruin the experience (hahahahaha) so why not head over to the GGJ page and have a look.

We intend to polish it up and correct some of the more… idiosyncratic moments. In the mean time we’d love to hear your feedback.