blah blah even the ocean ramble

some of my goals with even the ocean are

1. make a pleasant experience.

at least for me, from a level design standpoint i want to make areas that are fun to go through but not impossibly difficult with a little bit of practice . this can be condemned as not that interesting design – but – i am not too interested at the moment in creating well thought out puzzles of my own that progress in say a the witness way (though i like those games a lot). actually it may be that i am too unskilled or lazy to attempt a thing in context of all the other work the game has…i don’t know. i really want every person with basic game literacy to be able to see the game as a whole. i think the level design will be better than anodyne, but if i want to do a super good job with it i would stick to a much smaller proejct.

play the levels, understand the atmosphere, passively understand how it comes together, make it through everything and think about it. the base mechanic/gimmick is still very simple and we keep it simple so that you are repeating this the entire game, in different contexts……and yeah. i suppose the balance mechanic of it is very important in this thematic sense, otherwise we would basically just be making a nature explor-y game. which is totally fine! just not want i want to do totally at the moment

2. give a contemplative experience. this is sort of done by having these themes or ideas in the back of your head as you make music or art or design a level and decide how it fits in to the game (which you give just as much thought to in terms of those themes and strucutre….) . you can sort of flavor an area with themes or ideas about being human and when you do this in magical ways, people get this sort of…’feeling’ about an area, or a place, or an experience.

i don’t want to give a didactic, personal story, or make a political or social statement, or cause empathy with some party of people, though i think games like that are really important in the progress of games as a whole. i want to make something to reflect on or that you passively take with you but that doesn’t shove the player down one path of thought too specifically. i think we sort of accomplished this with anodyne, players had some feeling about things being ‘different’ about an area. and that’s good, at least for me. cause people to introspect a bit.

and that’s why i think the aesthetics are so important. they’re not just to make a pretty area, they are needed to go along with the ideas we have in mind for the game world and that specific area, and i think if we put enough though into that,t hen people can subconsciously (or consciously) make these connections and interpretations for themselves, especially if they kind of relate to the mechanics they are going through with jumping around and the energy balancing. i think there will be enough info that the interpretations will lie within some rough themed space of interpretations. at least that is my intention, i don’t want it to be far too vague…basically whatever walk of life you are in, something specific or personal to you i want to have created and taken away from playing the game.

because if you don’t give a shit about your music or your art and you don’t think about it with every pixel you draw or note you make…then you run the chance of just confusing someone or having a bunch of meaningless noise. yes a game is about the interaction but there are things you can also do in conjunction with that when you are careful with the music and art design.

there is a ‘universe theme’ or themes the universe of the game is based in. often steeped in the base mechanics and interactions (jumping, energy bar)….and sort of thought about intensely at first then forgotten – makes its way in sort of passively to everything else…Then the sort of game-world themes which is how the big macro parts of the game fit together as you progress through it, and the symbols/entities we put in each and how you play through it on that high level. then the level themes which are the most granular, ideas put into levels that sort of have this connection between sets of levels. well that was vague…hmm.

obviously we will fail at accomplishing this, but i think we can do a pretty good job if we try hard enough.

well yes okay.


11/4/2013

development has been as usual – a combination of

– figuring out what later areas should be in specific (we have an outline of each place, or at least I do – but as you implement some areas on the level design level you somehow get some better vision of what a later level should be – this is also in part to finding coincidentally useful inspiration from outside of my room-office).
– actually making levels (level design)
– programming new entities (traps, ‘enemies’ ,etc), implementing features, fixing bugs, tweaking previous entities
– writing a variety of music for the game

and it will likely be like this for quite a while since there’s still a fair number of areas to finish. and that’s only for The Ocean part of EtO, but they are basically two games so we’ll finish the ocean first, then move on to Even (then release, I guess! so far away…)

i’ll post music later …maybe, or screenshots, but http://seancom.nfshost.com/songaday.html has some stuff though most of it is like WIPs or scrapepd things

—-

anyways

happy halloween (well, belated…), if you celebrate it. i ended up streaming anodyne while using the bitmap cache scrambling thing.

room insulation is an annoying thing. i was hoping to save a little on heating by insulating the windows with film, but I did that and I’m not sure if it helped, but then I had to put stuff on the bottom of my door because there was a draft there. maybe insulating the other apartment doors and windows will help?