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Annotation for a Blurry screenshot

3/6/2014

16 Comments

 
Picture
Explanations
I uploaded this piccy a few days ago, and received some nice comments about it so I thought I'd explain exactly what is going on.

1) Heart - this is your life. You only have one to start with. Some 'bad' things remove hearts permanently. Eating fruit tops up any hearts that have been diminished, but not those hearts that have been devou... Oops. Said too much.

2) Wishes - wishes are the overall currency in the game. You use them at the White Demon (looks a bit like a bunny) and it starts to build the world up a bit for you. Note that things can be taken away if you perform a ritual incorrectly.

3) Debug map - this currently shows how regions are connected. As the game progresses in development and I actually get people playing it, the number of room-types will grow. The first web version will start with just six.

4) Home - this is where you sleep. It's a safe place to go when the day is over. I've not decided whether you HAVE to go to sleep or not, yet - it would make the repopulation of the zones tidier, and give a nice overall rhythm to the game.
On the other hand it's possibly a bit heavy-handed. I'll leave you guys to decide that.

5) Tree - there will be
various types of tree. This particular tree grows apples. Others are perches for birds. Small trees like this can be shaken.

6)
Bell - this is a glass bell - one of the item types in the game. Each item has several uses. Two of those uses are defined in the game itself. The other two are down to the rituals present in the world.

7) You - yup, another small child with a little hat.
Clearly something went wrong in my childhood.

8) Exit - this is the way out to the area to the north. They aren't signposted very well at the moment, so the world becomes a bit of a weird maze quite quickly. Add to the fact that losing your memory will reorganise which regions lead where and it's all a bit discombobulating.

9) Sacrificial Flame - you can burn stuff here. Anything you like. Poof! It's gone. Did it have an effect? Who knows?

10) Henge - this is one of the many weird little focal points present in the various levels. Focal points like this move around when the world is reset.

11) Time Marker - this shows what stage of day or night you are at. The sun and moon do that, too, but some of the regions will be internal and I realised you wouldn't always be able to see the heavenly bodies.

12) Major Demon - This is just a stand-in at the moment, as the final 'Major Demon' types haven't been designed yet. I'm not going to do that for a little while so I can concentrate on gameplay and get something out to those of you who have been waiting.

Overall, most of the things that need to go into the game for a first draft are there, but horribly broken and buggy. Once I've fixed all that up and the randomisation stuff is working correctly I'll try and get a version out there.

Contemplations
Here are my current issues (beyond the bugs).

1)
There's nothing trivial the player can do. There's no jumping. No digging. No buying or selling. Nothing to keep those who just want to zone out to some thumb-candy occupied. Everything is geared toward interacting with things, preparing for rituals and performing the right ones. I'm tempted to say: "So what?" But on the other hand, every part of my designer head is screaming: "For God's sake! Give them something to smack with a stick!" I'm going to resist this.

2) Clues. There are only so many ways a Demon can tell you that something is in a moonbeam, or that you should consider waiting for rainfall before performing the ritual. This is slightly problematic in a game of this sort, as it'll quickly get to a point where people 'in the know' get the clues instantly. Everyone else will be at a loss, and *may* give up. There are two solutions to this:

  • Find non-word ways to give clues. This is all well and good, but try finding a non-word way of telling the player 'The Demon wants a sacrifice of a silver bell and a holy book'. The more pictorial I make it, the weirder it'll get. Time will tell.
  • Represent the things that are *not* correct, and leave the player to make a deduction (Cluedo style). I haven't thought this though yet, so it may be a stupid idea.
3) This entire project is based on the idea that adventure-games are weirdly ritualistic in nature (take the BLUE bottle - not the red one - and fill it from the only working tap, then take that to the only plant that can be watered and grow the plant until it sprouts... a key!). I'm hoping that, by making a game that embraces weird ritual behaviour, and uses that to allow procedurally generated adventures, the result will be endlessly interesting rather than the most odd and arbitrary adventure game ever. Gulp.

Conclusion
So - that's it. I hope that was slightly intriguing rather than... I don't know... a massive chicken crushing you as it strides menacingly across the land. I'm sure it won't have been that, at any rate. As for why the picture is blurry - I think weird things like this are going to happen during development. Spooky.
16 Comments
Teed.e
3/8/2014 01:10:13 pm

For the sleep thing, I think it would to well to have it so that when you go to sleep, you regain all health and the time automatically switches to day.
Also, #5 reminded me of animal crossing. I like that.

Reply
Infamous S.M.A.L.L.
3/10/2014 07:14:50 am

Will there be different types of fruit? (Hopefully edible)

Reply
Dene Carter
3/10/2014 08:34:28 am

The aim is to start everything small. To begin with there'll only be apples.

After the first free release, I'll start adding different fruits with different effects - all of which can potentially be part of ritual behaviour. (e.g. eat a black cherry while standing by a henge at midnight).

Once it's in people's hands I'll try creating a poll for which features to focus on next, too.

Reply
Well-Known for Villainy M.E.D.I.U.M. S.I.Z.E.D.
3/10/2014 09:25:32 am

Yay, I love polls
They give me the impression that I have power

Reply
Dene Carter
3/10/2014 09:29:03 am

In the face of mortality, illusion is all that we have. Or something.

Inky
3/11/2014 06:25:10 am

I don't really like the concept of this Multi-room thing. I think I would like it better if, say, it was just one large island

Reply
Dene Carter
3/11/2014 07:47:37 am

Yeah, that's quite understandable - it does seem immediately more appealing. However, as the game randomises the layout of the island with each new game, and the islands are relatively organic, a more modular approach is (currently) a better solution. This way I can make doorways go to weird places, and then change the rules for its destination based on a ritual rather than being restricted by ambitious technology.

In addition, it makes more sense for a ritual to state you need to be in location 'x' when location 'x' is clearly defined.

Of course there are workarounds to these kinds of problem, and I might switch to a 'streaming' world at some point, but I'm trying to get the *simplest* solutions to this kind of problem sorted out right now, so I can focus on the weird Demon stuff.

Reply
Inky
3/11/2014 01:39:30 pm

Yeah. I was thinking more Sword and Sworcery than this "novel" and "original" stuff.

Remember, you have to interpret what I am saying

PAC-WOMAN
3/22/2014 12:05:36 am

So... It's almost ready, correct?
Oh I do hope so
Tee hee

Reply
copaeci
3/26/2014 01:36:33 am

hmmm... This is a mysterious game, and nobody know when this will be released... only the demon and the kid who can tell us about this ;)

Reply
WLIIA Drewie
3/22/2014 11:49:33 am

When, pray tell, will you send out a crappy version to a select few?

Reply
Sarcasmer
3/22/2014 12:26:38 pm

Leedle leedle leedle lee

Reply
Abc
3/22/2014 01:12:05 pm

This seems to be an entirely different concept than your original one, did you notice that?

I don't know if this goes against anything from your previous posts on the development of Incoboto, but I'm fairly certain it does.
Learning from your mistakes is good, but you have to act on what you have learned for it to have any effect...

Reply
Rub-a-Dub-Dub
3/23/2014 11:22:21 am

Have you given up on us? Oh sob...

Reply
Dene
3/23/2014 11:38:03 am

Yup. No more answers ever. Not even this one. You're not reading this, in fact. It's all in your head...

Reply
Zav link
4/13/2014 09:06:15 am

Hello.. Very much looking forward to this.. Can I ask when the web or beta version will be published? Accepting of course that you're still answering questions!

The only comment that I have now is that if you're adding fun artefacts or activities for example jetpacks like in Inco, consider giving the character more objectives with said fun artefact or activity.

Reply



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    Author

    Fluttermind’s director, Dene Carter, is a games industry veteran of over 25 years, and co-founder of Big Blue Box Studios, creators of the Fable franchise for the XBox and XBox 360.

    Dene takes great pride in doing every aspect of game-creation entirely by himself. Nobody knows why.

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