World Building
where is your game going to be set?
So i have changed the setting because i have changed the game a bit, the game will be set on Rarotonga. Different areas on the Island, the waterfalls will be the loop hole to the other universe which is on Rarotonga but the color and vibe will be gloomy and dreadful.
what does the world look like?
My game has two worlds, so i have called it a "parallel universe" a good side and a bad side. Obviously the good side will have bright colors to show the light and joy and the bad side will show darkness all day. I chose to do this because i was really inspired by the animation Coraline directed by Henry Selick.
what will each of your levels look like?
Each of my levels will be different, so level one will have the character at home, you play a jigsaw game, an old scrap of written letter and its all ripped up then you as a character have to put them back into pieces to read the letter. Everything from houses, plants, trees, pavements, will have R,G,B colors so it will look like a normal day in paradise. Level two is, they use the result of level one to look for their father, then they end up at the waterfalls. The game here is you choose a character to play and that character will play truth or dare, you will be asked 5 truth questions and 5 dare questions. ( the dare questions doesn't necessarily dare you physically to do it, it's just questions like, would you dare to go back to your old life? something like that, i am still working on it) anyways you play till the last question even if you get it right or wrong you get sucked in, which leads you to the bad side of the parallel universe. This level is leading onto level three so it then starts took mythical, and weird cause there will be giant plants, talking frogs and animals, abnormal things. Level three is about where they are, and who they need to find to find their dad. Level four will look gloomy, and dark, it will have giant sharp vines growing everywhere and snakes slithering past and all. Level 5 will have a contrast color so the characters will be in a vibrant color choice depending on what the player wants the characters to look like and the setting will look like surrounded vines in a castle which have sharp poky vines.
How do i want my player to feel in each level?
for level one, i want my player to feel eased. Like "oh this is what you do, i get it", in saying that they have landed back on earth, i have given level ones name "home" cause they'll start at their home from 20000 years ago then find clues to see what the next step is. But then curious for what happens in level two level two is, Savagehunt. I chose the word savage because this stage lets you become a savage, searching high and low for people they need to talk too, to find their father, which also leads them to level 3. For level two i want my player to feel like they know what the story is going to be about and the adrenalin of wanting to know is kicking in. Level three, i want them to be amazed at the art of the game, at the little details of everything all the little things that should be noticed. Level three is Everlight. Cause they fall into the waterfall to the parallel universe. Level four, Deltaheart. i don't quite know,i feel like i want my players to feel the tension building up, because then the characters tend to find out who was behind this the whole time (They were actually lured by the step mother from the sky back to earth). Level 5, Last downfall, a sense of justice. Kick some bad ass butt.
So i have changed the setting because i have changed the game a bit, the game will be set on Rarotonga. Different areas on the Island, the waterfalls will be the loop hole to the other universe which is on Rarotonga but the color and vibe will be gloomy and dreadful.
what does the world look like?
My game has two worlds, so i have called it a "parallel universe" a good side and a bad side. Obviously the good side will have bright colors to show the light and joy and the bad side will show darkness all day. I chose to do this because i was really inspired by the animation Coraline directed by Henry Selick.
what will each of your levels look like?
Each of my levels will be different, so level one will have the character at home, you play a jigsaw game, an old scrap of written letter and its all ripped up then you as a character have to put them back into pieces to read the letter. Everything from houses, plants, trees, pavements, will have R,G,B colors so it will look like a normal day in paradise. Level two is, they use the result of level one to look for their father, then they end up at the waterfalls. The game here is you choose a character to play and that character will play truth or dare, you will be asked 5 truth questions and 5 dare questions. ( the dare questions doesn't necessarily dare you physically to do it, it's just questions like, would you dare to go back to your old life? something like that, i am still working on it) anyways you play till the last question even if you get it right or wrong you get sucked in, which leads you to the bad side of the parallel universe. This level is leading onto level three so it then starts took mythical, and weird cause there will be giant plants, talking frogs and animals, abnormal things. Level three is about where they are, and who they need to find to find their dad. Level four will look gloomy, and dark, it will have giant sharp vines growing everywhere and snakes slithering past and all. Level 5 will have a contrast color so the characters will be in a vibrant color choice depending on what the player wants the characters to look like and the setting will look like surrounded vines in a castle which have sharp poky vines.
How do i want my player to feel in each level?
for level one, i want my player to feel eased. Like "oh this is what you do, i get it", in saying that they have landed back on earth, i have given level ones name "home" cause they'll start at their home from 20000 years ago then find clues to see what the next step is. But then curious for what happens in level two level two is, Savagehunt. I chose the word savage because this stage lets you become a savage, searching high and low for people they need to talk too, to find their father, which also leads them to level 3. For level two i want my player to feel like they know what the story is going to be about and the adrenalin of wanting to know is kicking in. Level three, i want them to be amazed at the art of the game, at the little details of everything all the little things that should be noticed. Level three is Everlight. Cause they fall into the waterfall to the parallel universe. Level four, Deltaheart. i don't quite know,i feel like i want my players to feel the tension building up, because then the characters tend to find out who was behind this the whole time (They were actually lured by the step mother from the sky back to earth). Level 5, Last downfall, a sense of justice. Kick some bad ass butt.
So i found this on google image, and i wanted my character to look like this, aside from the big loop earrings on the female character and extra white pearls on her feet and hand then that is what i want it to look like, the characters of course. Oh and the male characters trunk studs or whatever that is, and replace their heads with coconuts? lol. A rough draft on what my characters look like. Since the setting will be based on a tropical island, trees and rocks will be shown alot because i want to capture the jungle but tropical side of the cook islands so alot of coconut and coconut trees will be displayed. The background for level one and two will be the same because they will represent the good side of the universe, so alot of orangy, yellow, green, colorful bright colors will be shown. Showing the beauty of rarotonga and the cook islands in general. Level three, four and five will have dimmer colors, so dark army green, with alot of shades from trees, using navy blue for objects or brown for other hazards in the game. I just want the mood for these three levels to be gray. Not a horror gray, but like a change of mood to dull and controlling. Just so the character can understand the change of feeling. From good vibes to stay alert at all times.
How do you make your game engaging?
Once it is completed, the player will receive a clue and a freebie. A freebie though comes with its own game. You play whats underneath the coconut. You have 3 coconuts in front of you, with freebies in it, like weapons, clues, or lives. you select whatever coconut to see what you have received.

your characters look adorable! that would get your audience attention
ReplyDeleteDon't forget to meet the requirements of the brief, as in how many minutes of game-play are you looking to have, you should also mention how your players are going to feel engaged through the art in the levels. Other than that your game sounds hilarious and adorable (cause of the coconut people)
ReplyDelete