Intimate Supernatural

So last week we were given two randomly drawn words to base a concept on, and the words my group got was “Intimate” and “Supernatural”. The were some restrictions that we had to follow that were the following:

  • 2D
  • No gravity systems in the game
  • PC Controls(Keyboard/Mouse)
  • The scope of the production time if the concept should be 10 weeks
  • No network
  • Single-Player (Multiplayer or Co-Op can be optional, but the game must be playable for one player first and foremost)

Then there were some requirements that had to be met:

  • Theme(Our “chosen” words)
  • Minimum 1 type of projectiles
  • Minimum 3 types of power ups
  • High Score
  • Scene (Static, auto scrolling, scrolling when player move, move between scenes)

So during the first week we got together and started brainstorming ideas:

Brainstorming

We arrived at the idea of a game were the player had to solve a puzzle by throwing a representation of the player characters soul into pillars in order to open up paths through shadows. The soul was imagined as a small fuzzy ball, and would react to being thrown by making sad noises and would get happy when picked up and petted. This was intended to make you care for your self and encourage thinking before throwing it around.

So we made a paper prototype of this idea,

IMG_0168
The smaller cardboard cutout was us trying to simulate a camera with limited vision. The small slips of paper were to be pulled on to reveal small holes in the larger paper to simulate the “shadows” opening up a path.

and we noticed that throwing the “soul” didn’t really make you care for it due to lack of an auditory response.

After spending some time trying to figure out how to improve the paper prototype or some other base idea to build open.

When we got together over the weekend we discussed our ideas of how to improve the game, but one person in our group had come with up with the idea of having a game where the player was a druid protecting his forest. The group agreed that this was the idea to go with. So we spent the rest of the meeting spawning some ideas on how the gameplay would work.

After the meeting I got started working on a Rip-o-matic(a video whose purpose is to represent the general feel of the game) and managed to produce this after a day of work:

While I was doing this, the rest of the group had managed to produce a paper prototype that is a card-based board game, one that I look forward to seeing and playing.

About Anton Classon

2014  Programming