Categories: "Work"

Void Updates Part Three

 

I have spent a lot of my time trying to design the layout of The Reef (which is the final combined space), although I didn't make one to the best of my ability in the end, even after numerous designs. One thing I did do, as well as trying to create a mood board for The Reef, was ideas of progression within the space. So an overview explaining how objects in the space can interact with each other to create different ways to move throughout the level.

 

I will still attempt to design a a final version of The Reef, which sadly will be done during the production stage.

 

In the mean time here are my ideas of progression.

 

 

The Reef progression

 

The Reef progression

 

The Reef progression

 

The Reef progression

Void Updates Part Two

 

My next submission for our work was the dress assets I produced, that would populate the spaces. We won't be putting too many of them in the levels, but enough to make it look less empty.

 

Assets

 

Assets

 

Assets

Void Updates

 

In time for the mid time presentation I decided to get together a game play storyboard/map as a record for the order of all things. It follows the game from start to finish, I'll briefly go through the order of it all now.

 

Page 1

 

The game starts off in the beacon chamber, where the character is lead through a short introduction cut-scene, the player is then thrown into the game, by looking out onto the edge of a ledge.

 

Page 2

 

After this the player then progresses onto the first level which is called the Anemone Sea, which is made up of a sea of anemones along with orange pads that are floating on the surface of these anemones, making them sway in different manners. The player having to then jump from platform to platform to get to the end. (the pads in my storyboard are how they were in concept, they have since changed and can be seen in later work I have done)

 

Page 3

 

They then go through the Emerald Cavern where the players state changes to a heftier version which removes their ability to jump, making the ways to progress through the level different than previous. Having to push rocks and fall onto fat starfish which propel the character through the air.

 

Page 4

 

Page 5

 

The next area is Shimmering Towers where the player becomes a light puffy version of the character, which floats around in a pillar filled area, the character is controlled by the environment, this is done by air vents that have grown out of the pillars.

 

Page 6

 

The final area is a combination of the three called The Reef, where the player has to use all their abilities in one space to progress through the area. The choice of character state is controlled by a "state change fountain" and if the player walks through them they will morph into the other state.

 

It is a rough layout, but that's all storyboards are in the end, after having these images we were able to remember which order the game comes in.

Starfish are so interesting

 

 

While working on assets needed for the game I've been looking at reference material, and I must say Starfish are so beautiful, it's probably due to being wet so they tend to glisten.

 

 © Mike McCaffrey & Conservation System Alliance

 

I also really like the next image, it looks more to me like they're cuddling, they are doing more though, but it's just scary how they are so vivid it makes my eyes think they aren't actually real.

 

Found on http://phlogthat.wordpress.com/

Nice coral images

 

I found some really nice coral images, other than the one I posted previously,

 

 

 

These are just a few examples of the images I found, which in total came to about 100. These photos in particular came from Marine Life Photography, I found various others on other really good sites, one of which I lost the link to, they were really amazing looking images, but I won't post them up as I can't fully reference the website they came from.

I really do enjoy researching things before helping design them. I've managed to see so many different varieties of coral that I didn't even know existed. I've put some of the most interesting ones on my walls in my room, so I am then influenced by the right things.

Changes

 

 

Ok so like all good ideas, things change, ideas will spur other ideas in different directions, then turning everything around. From my original brief summary I posted, the game is now going to start inside a large shell like, enclosed area. Which will be enclosed for a brief amount of time, that will branch out after a while onto a wide open area.

The open space will contain Daliesque objects that will have to be scaled up to reach the top.

Coral is now a huge factor in the game, which is also due to why the game takes place in a large shell, I've done a lot of research into coral for it, including gathering a substantial amount of images.

We have chosen coral due to the amazing colours they possess, and the variations that can be found in each one. It will also make it easier when it comes to creating the environment as we then have real items to base it round.

I really enjoyed finding images like the one below, the idea of the species of sea life engulfing a fish/object, along with the free movement that it displays through the current carried in the water, just feeds me with inspiration.

Photograph taken by Stig Thormodsrud

Image is from Deep Sea Images

Brainstorming ideas

 

 

I came up with various ideas related to the project, starting with ideas for different contraptions to populate the level, and different puzzles, I'll list my puzzle ideas, as they're brief notes at this time and I intend on expanding on them.

 

  • Run into a fan with the speedy state, then float up in the draft.
  • Jump up to a lever, then become heavy to bring it down and activate it.
  • Push a block into a hole to free the path ahead.
  • Float up and then fall down to smash an item.
  • Jumping from platform to platform.
  • Jumping from platform to platform, then with a fan on top so you have to change to the floaty state to gain more height.
  • Platform at an angle that you must gain speed to run up.
  • A combination of colours have to be hit by the heavy state, to make an object appear.
  • A block is moving down some platforms that makes stairs, you have to change to the floaty state to get caught in an updraft from the block hitting a step.
  • Revolving platforms where you must jump to the next platform at the right time.
  • Platforms which move up and down dependant on weight - requiring you to change states repeatedly to allow you to continue on to the next platform.

 

These ideas/notes are very game like, so I hope with some feedback from the group I will be able to develop them further.

VOID - The chosen idea

 

 

After all meeting up we decided to go with Rob's idea, which is entitled Void, I won't go into huge detail about it, as he didn't really have a concept document for us to look at, was kind of from his mind and a mixture of notes.

 

Basically the game takes place in a void, you are a single character that can interact with your surroundings, similar to a playground.

 

So think the loading part in Assassin's Creed meets Psychonauts and a few other things.

 

Rob's idea seems really interesting and I look forward to seeing how much it progresses as we develop the idea further.

 

We get to pitch it in a few days, although I feel Rob will be doing most of the talking for it all, as the main details of the idea are all stuck in his head. Although we're all writing the presentation up together, so at least we've all had some input.

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