My game story is radical in that even though the protagonist of my game has amnesia recovering her memories isn’t her primary goal. Her primary goal is to find a stranger whose ID she found in the swamp. This stranger turns out to be Kaira’s sister. While some parts of it haven’t come up in game yet there is the fact that Kaira, my main character is a queer black trans woman. This is always how I have conceptualized the character but she really isn’t the type of protagonist a lot of games have unfortunately. How have you used events in your main and secondary level to express your game story? I have used character conversations to push the story and the player along. My main level is largely used to establish setting and what constitutes “normal” in this rather abnormal place. I also establish the varying dynamic between the animal species and humans with these first few encounters. For example even though the swamp wolf doesn’t speak like Shari and Zhis do he still communicates with the other characters, establishing him as a member of a sentient species. How have you used hitboxes and triggered animations as expressive elements? As of right now I haven’t implemented hitboxes or triggered animations but I will be using them in future editions of the game. I will be using a hitbox to introduce one of my favorite characters in the game so far, Shari the four eyed cat. How have you tried to surprise the player? I’ve tried to surprise the player by having seemingly meaningless interactions be the precursor to more events in the game. I also hope having Zhis know more about the player character than the player does most of the time will also be a bit of a surprise. Is your game entertaining? In what way? My game is very narrative focused so a lot of the entertainment comes from conversations and character interaction. The varying personalities of the characters is something I hope the players are entertained by. At game night several people who playtested the game seemed to enjoy it as well. Where in your game would you like to push the player away from calculation and towards conflict/choice? I want the companion characters and their requests of the player, which will at the very least make other companion requests Harder if not Impossible to complete. This will make the player basically have to choose which character they would rather please. Where in your game could you offer conflict/choice? I could offer more conflict/choice by having the character not have to go to Nadia’s tavern, which would make things interesting since that is where the player character Kaira learns her name. Where in your game must you offer conflict/choice? I must offer conflict in whether the player truly wants Kaira to continue on her mission to find her sister or not. Because if there is no conflict within the player or the character then the game will be boring. Where in your game must you never offer conflict/choice? I think one place my game must never offer conflict/choice is in the player doing something. I have had many gaming experiences where I simply lose motivation even with quest markers and the like. I want the player to remain engaged with the game and not lose their reason for playing even if they aren’t focusing on the story quest. Being sedentary cannot be an option in this game. At this point my dedication to characters that haven’t been introduced is keeping me going on this project. Characters like Nadia and Shari who while they do have a few conversations are not as involved with the plot of the game so far as Zhis is. As for new inspirations, I haven’t really had many as of late unfortunately. Hopefully working more on the music over the summer might give me some new ideas.
My game tentatively titled “Down and Out” is about a human woman named Kaira who lives in post-apocalyptic Florida and has amnesia. She is trying to regain her memories and help the friends she makes along the way. Down and Out is radical in that while it is in a post-apocalyptic setting I don’t want the entire world to seem hostile. The game takes place after a sense of normalcy has returned to the world. The swamp Kaira lives in is her and her generation’s normal. I was inspired to create this game several years ago when I wanted to explore a water-based post-apocalyptic setting as nearly all the post-apocalyptic media I have seen has been largely based on arid/desert conditions. It has since become much more than just the concept of a swamp with talking animals in it. The protagonist Kaira has come alive over this past year in ways I hadn’t foreseen when I started doodling her in my notebooks as a first year. Development has hit a few unexpected snags and roadblocks along the way but overall I’m holding my own when it comes to coding and creating sprites is relaxing for me.If I could’ve done anything differently I would’ve developed the Tavern map more and filled it out more. As it is the map is quite barren and has no real interactions within. This map is one of my favorite places in the game so far so I really wish I had worked on it more than I did this semester. It is also a location that introduces another major NPC to the narrative who I didn’t have time to properly implement into the game. My game hasn’t changed significantly over the course of the semester. It has changed since I first got the idea three years ago but over the semester Down and Out has remained largely the same. I’d say the biggest change was scrapping Zhis’s follow script and possibly changing the title from “Down” to “Down and out”. The character Zhis has remained largely unchanged since her original inception. If anything this semester has cemented her role as “The Companion” more than before. While Zhis is a character with her own motives and goals as will be seen at a later point in the game right now she is like a protector for Kaira. Kaira has lost all her memories and Zhis thankfully is there when she wakes up and is her friend. As she reintroduces Kaira to the world she’s lived in all her life she also guides the player into the world that is familiar yet foreign to them. Getting a follower script running on Zhis turned out to be a challenge I couldn’t quite overcome this semester. This is unfortunate but not completely surprising. This is, however, something I intend to work on in the future. Time management was very important to this project and I wish my time management had been better so I could’ve accomplished even more with my game. For now, however, paired with what I accomplished last semester I am proud of how far I’ve come since starting game design. While I had a few struggles while designing this game I also had some very pleasant surprises. Such as discovering that not only did I enjoy composing music but I was fairly good at it considering that I have never composed music before. It went over well in play-testing and set the mood I was hoping for so that was a pleasant surprise. I have gotten a good handle on LMMS (the audio program I used) and I plan on making more sounds for my game in the coming months.
Other than the swamp wolf Kaira also encounters an african serval in a tree, animating him falling out of it is a trial I am working on overcoming. Once Kaira encounters him he will turn his attention to the follower character, a lizard person called Zhis. Zhis and Shari, the serval, know each other it turns out. Shari functions as the game currently stands as a hindrance rather than a helper. He distracts Kaira and also makes the player backtrack to gain his favor. Eventually he will be a follower character like Zhis, once I learn how to do that at least. As we can see Zhis, unlike Shari and the red wolf, is an animal from pure science fiction. An amalgamation of bits and pieces of other animals. She also fills a different role than the other NPCs encountered thus far, she operates as a companion while also reminding Kaira of their overall goal. In the paper prototype the most confusing element seemed to be lack of a clear goal for the player. I hope by having a cutscene with Zhis to make things a bit clearer without removing all elements of mystery, they are playing an amnesiac afterall! As far as where I want to go from here, I need to make a cutscene because as Zhis and Kaira are currently programmed they cannot interact. I am also working on animating and coding Shari’s one time animation and making the wolf collide correctly.My game is about a woman named Kaira who lives in a post-apocalyptic swamp world. She has amnesia and is trying to recover her memories while also keeping herself and her friends alive in the swamp. I got the idea for the game several years ago and was able to bring part of it to life last semester in the nonlinear game class. My basic premise was based on the idea of a post-apocalyptic swamp and the kind of animals that would inhabit such a place. This is why for much of the game Kaira is the only human I wanted to showcase how different this world was from our own. One of the ways I tried to make my game different visually was making the environment unnaturally colored, the grass is purple and the sky is magenta! While I wanted the setting to have a bit of a fantasy element to it I also focused on making cool colors and specifically keeping green out of the game. This will contrast with a later map where the colors will be much warmer to illustrate that this other location is an oasis of warmth in the swamp. I’m not sure if my game qualifies as radical right now. I do know there is a specifically combat based mechanic I want to implement that I have not seen before. I’d say my game is raddish, working on being all out radical but with a bit of room to grow. But I also wanted this very unrealistic place to have connections to reality. One NPC encountered in the first level is a bioluminescent swamp wolf. While his fur is a normal color for his species it is the algae that has made its home in his fur that cements both this individual wolf as well as his species in the “Down and Out” universe. I was originally designing a plain gray wolf with glowing bits before I discovered that there is a type of wolf that lives in Florida’s swamps, the red wolf. While this wasn’t the biggest change it added that connection to our world that I was looking for. Before making the wolf a specific type of wolf the game didn’t have a real-world location in mind after this however I realized this game took place in post-apocalyptic Florida. For now the wolf encounter functions to hint that this place is an altered version of a real place. Also in all honesty it was an excuse to include bioluminescent fauna, which has fascinated me since I was a kid.
My game is about Kaira making friends in a swampy wasteland while on her quest to regain her memories and find out why she lost them in the first place. The game is right now basically a walking simulator. It will eventually be a choice based RPG with follower characters and branching dialogue and story options. In her quest to regain her memories she will eventually also realize she has a sister that she needs to rescue. The McGuffin is exploration as the only way Kaira can regain her memories is by exploring and solving the challenges she and her companions face along the way. For example Kaira is trying to regain her memories and some of the things she needs to regain those memories are in parts of the swamp she cannot breathe in, so she needs to gain the trust of a companion who can breathe in those areas so he can explore them for her. While this character has yet to be introduced in this game build he will likely appear very soon as he is pivotal to the story. I used abstraction in that the game is less detailed than I originally was going to have because the scope of the project would’ve been so much. I used aesthetic in my game to try and give it a dark and mysterious vibe. I use the purples and black colors to show that even though this is a swamp it’s not a swamp that one would find today. The environment is natural in form but unnatural in color scheme and inhabitants. The darker color scheme also gives a somber mood to the game which I am also going to toy with in later maps that will have warmer and more welcoming color schemes. One of the characters who will appear in this more warm place is Nadia. Even though her dress is cool colors I want her to still give off a warm and inviting vibe. I mostly have her in the dark blue dress to show that even though the home she’s crafted for herself is very different from the environment around her she is still very much one of the people who lives in the swamp. Another character who has a warmer color scheme is Shari, the talking serval. He is a swamp cat that if Kaira befriends, will be able to get things from the parts of the swamp that would be toxic for Kaira to enter. Almost all of the possible companion characters have an aspect of their design influenced by another companion to show that they are possible companions. Such as how both Shari and Zhis have orange, or how Shari and Nadia both have scarves like Kaira does. I want to use the warm and cool color schemes to make the player feel different things about the different environments. For example, Nadia runs a tavern that I want the player to find warm and inviting in comparison to the hostile and dark swamp outside. My story is nonlinear because it starts in the middle, the events that led to Kaira and Zhis being where they are happened before the game began and there was a whole mini adventure that the two went on before the game began but the game starts in the cage, after Kaira has forgotten all these things. The level that I’m working on now in the final game would probably be a flashback that happens partway through the beginning of the game. I used abstraction in the fact that a lot of major characters that Kaira can befriend or interact with aren’t human. For the majority of the beginning of the game Kaira is the only human the player sees. This shows that the environment is not one the player is familiar with, but Kaira’s casual interactions with these non human characters shows that it is an environment she is comfortable in. My plan for moving forward with this game is to flesh out the animations as well as the dialogue that Kaira has with the characters already in the game as well as the future characters. I also want to work on the next few maps as well as adding more sprites for future characters. (Kaira will have A Lot of friends) As far as feedback loops go the more the character explores and talks to people the more she will be able to remember which will make her want to explore more as she gets closer to her goal of confronting the force that made her loose her memories in the first place. How Kaira goes about accomplishing this will also effect how other characters see her. For example there are some choices she can make that will cause her companion’s deaths or cause them to abandon her because of her actions. A player who say doesn’t care for Zhis for example much might find this mechanic helpful while others may be distressed that their favorite companion could leave them depending on their actions, causing the player to have to weigh the pros and cons of the actions they take in the story. Another feedback loop will be an approval system where the different companions of Kaira’s will approve or disapprove of the actions Kaira takes and this will influence how they feel about and speak to her.
I almost scrapped this idea because none of the scar designs I was using seemed to fit the character or her backstory, but then I gave her the X on her forehead that I’ve ended up keeping. Another idea that I ended up keeping was giving Kaira a scarf that was a pale blue/lavender. This is very similar in color scheme to Kaira’s sister and was meant to connect the otherwise very different looking characters visually. One aspect of Kaira’s design that was directly impacted by feedback I received in class was her boots, originally the boots were so big because I’m bad at drawing boots but then I thought about the fact that she’s in a world where she’s gonna have to fight but she didn’t have any weapons, so why not give her weaponized shoes? These shoes are also her Attribute Visual. Even outside of combat screens (if I get to that this semester) she will collide with things and will probably end up kicking at least one NPC.
Drawing Kaira so many times also helped me solidify her personality a lot more. Even though she doesn’t remember who she is or her past she is still a very confident and sort of cocky woman who has a dry sense of humor. Sketching let me experiment more with her visually as well as with more internal concepts of the character. Giving her these huge boots for Kicking Things made me think about why she would be a more physical person both in terms of fighting as well as her life in general.
Kaira and Zhis were always designed with the other in mind, their color schemes aren’t similar but I made sure they didn’t clash and seemed visually on the same side. Kaira also has a sister and although she won’t appear in this project her design is very much influenced by Kaira’s. Another character who will appear in this part of the project though and was influenced by Kaira’s design is Nadia who dresses in a similar way to Kaira although physically the two women look quite different. At this point in the design process I’m starting to draw Kaira the same way physically in each image but small things about her may still change between posting this and actually making her entire sprite sheet for the game.