Updated
well, I have been working on that idea of voice over, but didnt articulate it in the Wiki..sorry.
but yes it is on its way, under VOICE OVER-other stuff..thats why I came up with something around :VOICE
We could also have our avatar lean towards an ear of the creature it's sitting on and whisper something to him from time to time. We wouldn't understand the words, but we would know it's something both soothing and conveying instructions as to what to do next.
We could then use the title:
The Whisperer
(or something derived from it)
I think I like our avatar more form the 'Our little spirit' version, since it appears to be more agile and more positive than the newest one from 'a few sketches of the the slave and the avatar' - this one, with the belly sticking out, looks like a child (that was probably the intention ;) which maybe makes him clumsy and a bit creepy and the same time, don't you think?
But I do like your slaves design - especially those three fingers being directly extension of the big forearms, like in 'sketches of the slave race' on the right and also your newest drawings :)
Oh, and I like light and colors in your newest drawing as well :)
hehe ;)
new title-tests:
MUSE
MUSAGETES-it is not directly our story, but it links to "someone" guiding the muses. our smallheads are off course not muses, but they are beeing guided through the world.
CANOTILA
In Lakota mythology, Canotila ("they live in a tree") are a race of forest-dwelling creatures, similar to fairies.
and to the texture: hey, looks great I think!
Check out the link for texture cross-fade I've made - it's in the Art section.
I also moved the link for Kuba's numbers there from concept art.
Btw: Bidda, could you maybe from now on post new images to concept art at the top, instead of at the bottom? This way we'll see the new stuff just after opening the page. Thanks :)
Z e p h y r u s
Zephyrus was the west wind and bringer of light spring and early summer breezes
well, is an allready excisting game, I just noticed..
Well in Polish 'pupa' means 'ass', so I would like to avoid having that in our game's title ;)
Additionally girls are usually disgusted by all kinds of larvae and worms, so I don't think it's a good idea after all.
But I was thinking, that since we'll be having a lot of glow, motion blur and particle effects involving leaves, flowers and dandelion seeds ;) we won't be able to see the precise shape of the avatar anyway. In that case we could say, the avatar is a immaterial entity, a ghost or spirit maybe and it's domain is mainly nature, plants, earth maybe…
So Gaia fits to that image perfectly, right? :) (sorry for a bit cheesy image, couldn't find anything better) So now it would make perfect sense, that Gaia is striving to heal the earth (get rid of polluting machines), can control only organic creatures, since this is her exclusive domain, and is very weak (can control only one creature at a time) since her world is in very bad shape and she has nowhere to draw her energy from.
Maybe the game could be called Vessels?
What ideas for titles do you have?
I think that it would be nice to at least come up with a title that we can use for the meetings with the consultation group so that our game is not just The Mind Control Game.
a place to throw in titlesuggestions
I am after titles that support the character, the one who invades/mindcontrols
this is true brainstorming:)
PARASITE INVADER
PUPPA-the invader
VALDA
wolbachia(name of parasite)
parasite hostage
fairy parasite
fairy-parasite invader
pupal parasite
LARVA
Eternal Sonata: http://www.youtube.com/watch?v=owrBn3S1_3o
great that you added textures.
and I guess it is just to see how it functions with some other stuff than grey boxes..together with Bidda we will work on a mockup tomorrow, that we can get something in ,that is giving us more a direction of the visual universe we are heading for.
Hi guys here is a couple of videos of that kind of transformation I'm thinking about.
Prince of Persia 4: http://www.youtube.com/watch?v=oIOn_Ovuvt4
fLOwer: http://www.youtube.com/watch?v=BtnIFdTMub4&feature=related
Cool. I made the AI enemy fall down the hole.
About the level mockup I made: all textures are on a 1k map and It wasn't till later I realized it all kindof looked like meat - wasn't the intention :)
I imagined that outside the fence you would be able to see old trees, which would then be blossoming towards the end or whatnot, to ad the outside feel without compromising the puzzle design.
_jonas
Ok, cool :)
About replies: I switched off nesting of the comments (the possibility to reply to given comment) since it was creating a total chaos here and I didn't know who's replying to what ;) So from now on let's just add comments at the bottom, it should be clearer this way.
Robert, I can´t somehow suddenly not answer to this so I added a new comment…
well, just briefly, I think you made a very good summary, and as said in last comment, I am also for communicating to the men.
we´lll talk more tomorrow
C
I think we all agree on those bits:
- casual game (I know the term is not well defined, but we all have a good feeling of what it is)
- appealing to wide audience
- as accessible as possible - a real gem from usability point of view
(Carina: I think it sums up well the last part of what you've said, right?)
We don't agree on making it girls-only and that's what we need to discuss tomorrow. Daniel suggested that narrowing our audience down to girls will result in possibility of defining our goals better, but I agree with Jess here more: it's not worth it, as it narrows down the audience in an absurd way. Additionally it's not like girls 25-35 are a social group that's easy to define - I couldn't come up with any sensible description of what this audience likes or what magazine does it read and I don't think it's even possible to generalize here so that it would be useful enough for us.
Personally I'm in favor of not killing the neutral race in blood'n'gore fashion, because female part of our audience wouldn't like it and it doesn't make sense story-wise. However having the creatures from the neutral race die is inevitable in many puzzles, but I think again we all agree we can make it look like a happy passage to next life or something along those lines. This way we won't loose the female part of our audience here.
On the other hand it would make sense to have some destruction in the game: after all we're on the quest for destroying the machines, so we could have each sequence of puzzles ending with a bit more complex puzzle, solving which results in a more spectacular destruction of a bigger machine (explosions!). I think it won't scare off girls (since we're destroying bad an ugly stuff and not directly by shooting at it, just by solving a puzzle), while it will make the game have more appeal towards the male part of the audience.
Regarding Thomas's comment from last time: it's true that women enjoy puzzles, but there's a big percentage of male players who enjoy puzzles as well - and since there are many male players in total, the puzzle-loving part is hard to ignore. If we add to that our ambition of reaching wide audience, we should tell him that we're advertising our game in Politiken, some women's magazine and Steam as well.
explosions, YEP they are great, can only aggree!
It makes me think of the machine at Roskilde Festival last year, mayby someone saw it, made by Halfmachine.dk
let´s see how we can use it for our game.
concerning target group.
The target group women(and men most welcome) is a way of focusing on the not killing game.
Or if needing to kill, the effect of killing is not diying in the classical game sence.
I see no conflict there in what we are allready working on.
I guess a non gamer would never even enter a game to try and play it, but I think our universe has a possibillity of reaching people not spending to much time on games.
I see it as just a way of thinking, that we introduce our player to our game slowly.
see you soon
When did we decide that the target audience was 25-35 year old women?! Just because that woman at the film school tried the demo? I'm confused. I don't think it would make any sense to make this our target audience if we hope to get people to actually play this game.
Why strive for maximum accessibility and then pick a target audience that does not really play games?
I believe that we agreed that we wanted this game to be in fact played online and that we did NOT seek to make some people that otherwise do not play computer games do so…
That said I think that picking a target audience more or less at random with no respect to the game play that we have in our working prototype is rather thoughtless.