Posted March 03, 2025 by skzmyg
Hello everyone!
This week we're deep in the prototyping phase. The goal this week is to determine if it works and if it's fun.
Movement mechanic
The programmers have spent their time prototyping our two core mechanics, and the obstacles in our level.
Here is a look into our movement, if only one player is moving, the movement speed is capped and basically drags the other player. The two have to move in tandem to get smoother movement.
Balance mechanic
Last week we went in depth into the movement mechanic. This week we will explain the balancing mechanic.
We initially had the idea of 2 different versions.
During prototyping we hope to figure out which version is the most fun!
We ended up going with a mix of both versions. The animal is free to move around like a ball (version 1) & the stretcher only rotates horizontally (version 2).
The sound bible and art bible are well underway by now.
One of our artists spent a chunk of time collecting asset pack references and links. we are considering using an asset pack for the nature elements.
We also had a call and realised we had been approaching references wrong. Instead of looking for aesthetic images that look pretty, we should've been looking for references that already use our desired camera angle (top-down).
When working on the art bible and actually comparing images we had, naturally a cohesive art style emerged.
One of our artists is color blind, so in this call we sat down and discusses how we were going to approach picking a color palette.
When working on the art bible, we have come to the following decisions:
Main Overview of the Game is written. We found the aesthetic vision and core idea for better understanding how game can sound. For ambience we decided that
· Hollow wind
· Evening crickets
· Chime
Works well, to support atmosphere of magic.
SFX like planes, siren, low booms in background is going to support the war part of our theme.
Obstacles - all obstacles have unique sounds
· Mines
· Fire
· River
· Stone
· Fog
· Slippery Mud
The general sound palette of obstacles is literal and neutral (maybe a bit aggressive to convey danger). As soon as important objects become closer to players, objects become more audible. That helps players react faster and feel a sense of urgency and immersion in the environment.
Character sound palette will not be so harsh or aggressive as hazards. The sound of characters is going to be high-pitched and smooth, without deep, low or harsh elements to support their friendly character and helpfulness.
That's it for this weeks update! Look forward to next week where we will have the art bible and sound bible finished!