Weekly Summary: 7

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With my game playtested, with a few aesthetics to add in, I started to focus primarily on my Pitch Document and the sketches and concept pieces within. I began with tackling my splash screen, a painting that summed up my game and would quickly grab attention.


The title would also be appearing alongside an illustrated page number. Playing with a handful of fonts, I found something that worked and felt cohesive with my game.

Timor- Latin for fear/dread

Other thematics assets, like title banners and page numbers...

Reflecting the colour scheme and the Ennui...


Page numbers- I was more fond of the second mask, so decided to use that, and having already decided to do so, used them as the basis for the NPC Notions.







This thematically also made a lot of sense.  I'd also drawn out Death at this point to be put in game.


I intend on putting him into Spriter, to make the mask shake erratically.


My pitch at this point was mainly being roughed out with a simple gradient background and the page numbers and titles used to lay the foundations.

From Playtesting, I added clearer instructions and arrows into my game.




Alongside some further messages dotted around the game world, to add some further flavour to the game and the general experience.



A couple of rough playbourds about world swapping and movement modes, these aren't very clear, so they'll be redone.

The mask the main character, the Wanderer, has is called Paisley. Who'll act as a guide of sorts throughout the game, pointing out where lights are within close proximity;this feature however doesn't feature in my prototype. However, she'll be largely obstructive, spouting largely absurdest nonsense depending on the root the player is taking. Collecting Lights will have her chipper and excited for all...


...Wandering to the depths or close to death will have anxious, lethargic and nihilistic.




I'd also drawn icons for the Coping Mechanisms found in my game, which are items the player can find to help them traverse the world easier. These are...

Fortitude- A sewing needle that can be used to guard the player, sew parts of the level together and build tripwires, I feel it could be quite an adaptive mechanic!


Escapism- A marionette that can be used to  explore areas the player cannot. It'll be used to find hidden areas also, and interact with creatures the Wanderer cannot.

Leisure- A harp that projects Ennui away. The Coping Mechanisms were inspired by the idea of mechanic as metaphor, which I hope comes across, blunt or not. I originally wanted them to be 3D meshes in a 2D world, but feel it would be too much dissonance in the 2D world.

I'll be working on putting base text and more visuals into my pitch next week, I've received feedback on implementing the binary nature of my game into the theming and to deliver as much information as I can visually, rather than with text.


Unknown

Some say he’s half man half fish, others say he’s more of a seventy/thirty split. Either way he’s a fishy bastard.

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