So the game design of my untitled project has been done, and now I'm up to level and stage design.
For the art style, I'm thinking of something Joan Miro-ish. I really like the look of this: http://en.wikipedia.org/wiki/Image:Miromuseum01.jpg, this:http://www.famousartistsgallery.com/gallery/miro-tf.html, and this http://www.michelfillion.com/detail.php?titre=hommage%20a%20san%20lazzaro,%20gravure. So imagine that sort of look transfered into something more coherent :P
Here's a copied and pasted email which explains the design changes:
-At the moment, the goal is to "get to somewhere else". This means that we rely on puzzles like the leaf over river. So why not make it easier to explore the world, and have different types of puzzles?
-This means that players can choose puzzles at their own level, too
-puzzles have many solutions, so what we're doing is encouraging play
-when you make an object bigger, it may have a different effect on the environment. eg. making a lamp bigger means that it becomes hotter and brighter
-this of course, means that puzzles can be more interesting
-objects are different anyway, some are stronger than others, some will break if you drop them, etc
-to do with exploring, it's like you see a far off mountain that looks really cool. You can either continue on the track you're on, in which you won't encounter challenges that are too difficult, or you can try making it to the mountain- which is more of a puzzle/challenge.
-everything at one perspective. there's still lots of room in the screen to put up non-mandatory puzzles/challenges.
-the whole point of this is to allow more play, variation in puzzles, and exploration.
-I think different areas of the garden will have a different feeling too, just to add interest and make it a real garden. more reality.
Regarding the "mechanic is a gimmick": It's only a gimmick if the levels aren't designed well. With cosmind's watchful eye (ie. making sure I don't go too crazy, I don't think that'll happen.
Exciting Times!
Comments
Oct '07
19
Oct '07
19
"Zoom zoom zoom"? For a moment I thought I was watching a Mazda advert... :D
Oct '07
19
Now I know why I failed as an artist; I could actually draw. Seriously, 'hommage a san lazzaro, gravure' looks like something I drew when I was five.
But we all get our inspiration from some unusual places. If this drek inspires you to make a great game, then go for it. ;)
But we all get our inspiration from some unusual places. If this drek inspires you to make a great game, then go for it. ;)
Oct '07
19
Awesome stuff. I loved the statue, and a lot of the paintings were amazing. This was one of my favourites:
If you can nail this style, I'd be very impressed. Good luck :O
If you can nail this style, I'd be very impressed. Good luck :O
Oct '07
19
i loves me the miro.
however, i feel you should conjure some wicked visual style from your own daydreams, as opposed to trying to recreate someone else's.
however, i feel you should conjure some wicked visual style from your own daydreams, as opposed to trying to recreate someone else's.
Oct '07
20
yup. but, artists like mr. miro are influences. that's ok, right?
Oct '07
21
As long as you inject your own style, which will happen anyway if you do this naturally, it'll be alright, don't worry. :)
I like "bizarrism" (or however you call it).
I like "bizarrism" (or however you call it).
Oct '07
21
Bizarrism is cool.
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