Friday, March 30, 2012

...and what came of it.

As I mentioned the other day (this update took much longer than I anticipated) I will finish off this retrospective look at this phase of the game's development by showing some art.

I can say, without a doubt, this post is the most revealing yet about the world I've been steadily working on. Some of the things you will see have been integrated into the current game, some are still up for decision, some I hate and will abandon in a dumpster when nobody's looking; This is the creative side of what I've been up to for a year, and it's kinda exciting to show it all. I suggest clicking on the pictures to see them in their native (high) resolutions.

Monster Sketches!
So, I've talked at great lengths about mechanics and game-play, but those those don't come to life without worlds and creatures to show them off. Here we have a various assortment of monster designs, spanning across the game's different areas, and representing the general vibe of the game itself.

A visual element that's been key to the whole atmosphere, and a running design choice, is trying to foster a sense of always being watched. You'll notice many of the monsters are very ocular-centric. Also, even many inanimate objects have faces, or weird markings to suggest anthropomorphism. Of note, while I lumped all of these guys together, not all of them are enemies. Together with the feeling of being constantly observed, I want there to be a certain amount of uncertainty when encountering the game's inhabitants. The keyword here is paranoia.

guess my current favorite cartoon and win nothing
I also mentioned equipment and items in the last post. Here is a look at some items and various gear I drew up. I whipped up the sprites next to the various hoodies rather quickly for this post--they aren't necessarily reflective of what they might look like in the game--if they appear at all. You'll also notice a key (a reward for completing one of the secret stages. Collect all of them, and open a super secret door somewhere!) A weird sword (intended to be her final weapon, after a lengthy series of ordeals throughout the game) a shoe (the previously mentioned item that lets you jump on enemies instead of fight) and a cat with a saddle. He's not the titular Kitty, but instead was going to be a mount of sorts that you rode on during transitional segments. They would provide a break in the the game's usual format, switching it up to a side-scrolling shooter for a little while as you collected items, and rode to your destination for a little variety. You may also notice the sketch in the bottom left, of the player in her "best" equipment. All the stats and flavor text you see there was planned to show up in the inventory/menu system.

wtf is going on here
Lastly, a look at some sketches of a few planned spells. I wanted there to be a fairly small number of these spells, but for each to be very visually distinct, and decidedly weird. As an example, for 'Silver Lining' there, the planned animation would be the player's casting animation, followed by the uneasy looking cloud drifting into view from off screen, gagging a little, and then vomiting a delicious rainbow on you that...somehow heals you. Look, don't think too hard about it. I told you this was supposed to be weird.

Just to reiterate, these are all sketches--I slapped a quick digital color job on them, but these are not what I would consider finished pieces, and weren't really for anything but my own reference. I'm also staying fairly tight-lipped as to whether or not these assets will ever be put in the game, or integrated in some way--mostly because I don't even know yet myself. So, just take them as they are--experimental, brainstorming sessions.

1 comment:

  1. These sketches are great, in particular I like some the imagery I get for the spell animations (in my head I mean).

    And commenting here for the sake of this post and the last, I like the idea of a sort of platformer-meets-RPG. My first thought was "those can't mix" but then when you mentioned that the RPG battle system would be somewhat optional, and explained away in-game, the idea started to grow on me. That some enemies can just be stomped on and moved past, while others needed to be confronted with more strategy within the combat system, well, I like that quite nice.

    My only concern would be how that would flow. It would have to be an easy and quick system, so as not to break up the pacing of a platformer. But, on the other hand, maybe one could be rewarded (in-game) for choosing to battle certain monsters, as opposed to stomping them...

    I dunno, either way, it seems intriguing. COmbining so many old school styles of gameplay into one game seems surprisingly simple, yet surprisingly innovative. and I'd love to see it accomplished!

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