Monday, January 23, 2012

Re Cap for tonight

I agree the landscape should be more hilly. This will help more action and more silly animation to take Place. Also, in tech we could higher poly when cars go down.
Sorry for putting more then one post in a Post. I like the music and all animation background and they do unusual animation.

Sunday, January 22, 2012

visual inspiration

So, I had a brainstorm last night about the visuals for the game- a retro look. The two cartoons from the 1930's that I've embedded in the blog are somewhat in vein of what I was thinking (though we will use color). In particular I like the rubber band quality of the animal limbs and the rounded ovals of the torsos. As for the animation, when characters are dancing or sitting or standing there is a great exaggeration to the whole thing; everyone seems to be bouncing in syncopation. I think we might consider something like this for the game..

SINGING & DANCING ANIMALS ON THE FARM

DANCING CARTOON FARM ANIMALS 1936

reboot

Uh...game rises from the ashes like the fiery Phoenix in an X-Men comic (though not as an attractive red head with psychic powers).

Anyway, we rise! The rebooting of our game company begins with our, as yet untitled, demolition derby/race/animal/farm game. I forget, was it going to be titled "Demolition County"?

As we begin I feel it is important to make sure we have the basics clear:

What kind of game are we making?
What is the story of the game?
What is the game play like?
What is the "look" of the game?
What is the goal of the game?
Who is the audience for this game?
What makes this game stand out from others?

Over the next few weeks we should answer these questions as well as post some images of things that inspire us and the beginning sketches of the game. Exciting stuff...

Sunday, October 31, 2010

First Test

Added much as possible... Can add a lot more...
Check out video...

http://www.youtube.com/watch?v=vzQ35eiWG9k

Sunday, May 9, 2010

on the level

I have been enjoying the Amanda/Megan level game, even though I can't seem to get the banana. It is a simple premise and the goal of the game is fairly ridiculous, which is just what you've been talking about lately. What I like the most, though, is that the visual content demonstrates the paradox of how important visuals are to the design and also just how unimportant they are in some ways to the overal gameplay. Basically all of those level game are pretty similar, you start in one place and figure out through a combination of trial and error how to click on the right keys or move the mouse just right to jump from level to level. Changing the visuals does nothing to this basic game structure, but is extremely important to creating any interest in playing yet another level game. Can we strip the visuals to their essence and somehow make a radical game through a fundamental change in this design?