Saturday, September 12, 2015

Week 2/3


Popup Fairytales


Pop up book Mechanism

Coming soon to home video....

Skybox and Invisible walls

Coming soon to home video...

VISUAL STYLE and FEELING

For my concept I have decided to go with the Popup Book.

The visual style will be a mix of a Stop Motion movement(with the characters and such), in a paper like popping up environment in a Pop up book. The 3D environments may be cellshaded. By paper like environment, I mean that the models are in 3D but they’re flat looking(ref Paper Mario) when you view them from the side.The road is in 2D, flat, but the forest, trees, houses and stuff will be 2.5D. Some things like the house in RRH will be modeled. The Pop-Up book will have the user explore the worlds of fairytales as they go forward in the level. It will have a childlike but detailed appearance with bright saturated colors.




FEELING
I want the setting to give the user a feeling of nostalgia, magical feeling and wonder. To feel what it's like being the protagonist in those stories.

INSPIRATION

Legend of Zelda: Majora’s Mask Wii U Fanmade - Pablo Belmonte and Paco Martinez
I found this significant because Majora’s Mask takes a different approach with Zelda, a bit more of a darker tone. It’s a great opening to show the player what the overall tone of the game is. The sensation I felt in the Demo was an Eerie, mysterious, and creepy feeling. I mean the room is dark, Link’s a deku scrub, along with the Happy Salesman’s creepy laugh.





Final Fantasy X: Macalenia Woods by Square-Enix
The serene blue and green colors gives off a calm atmosphere. This environment is also where the party ends up after the climax of the game being chased by the order. After a series of event cutscene, the party definitely needed a break from running and the woods are a good place for them to catch their breath.

I find it inspirational because it serves as a breather to catch your breath from all those events happening at once, the point where Yuna finally breaks down and lets all the hardship she’s hold back out. The experience of the Macalenia Woods gives a relaxed feeling, magical if you include the underwater romance scene.



Tales of Xillia- Fenmont by Namco Bandai Games Tales of Studio
If I were to describe the emotions I feel from this place, it would be that I feel a sense of wonder and mystery. The Night sky is lit, there’s a glowing green atmosphere that soothes me. The particle effects used give it a mystique feeling like they’re fireflies.

I find this significant because this area of the game is where they medical schools, it gives the students a sight to see while they pursue higher education in that game’s world. Though the use of the colors green, blue and black, it soothes the player at the sight, yet the design of the world’s architecture gives off the mysteries of what sort of research is involved in the game.

Assets

RRH
-Trees(build through procedurals? reuse)

-House(wooden, reuse)



-Fence(wood, brown)reuse

-Wooden signs/reuse

-Bed(reuse)

-Closet(reuse)

-Basket
-Watermill(wood)

-bridge(wood)

-wolf(stylized as a plush)

AIW
-Teacups
-potion

-doors
-huge plants

Mad hatter
March Hare
playing cards




-courtroom podiums

-maze garden(grass/green)

Cinderella
-Streetlights

-Courtyard to castle(garden grass)
-kitchen stuff
-beads
-sash
-clock on castle
-Castle(flat)

-Interior of Castle(modeled)
-stairs(royal staircase)

-royal curtains



-Pumpkin

-sewing stuff to pick up(event)

-glass slipper


stickers(shaped as stars)

MOVEMENT


Stop Motion movement in moving environments



GAMEPLAY

-The user would interact with the environment where they pick up items to advance and go through the fairy tale


-Maybe add hidden stickers to pick up on the walls or something to give trivia or alternate interpretation on the fairy tales. Little bits of info.


- if they went from Alice in Wonderland to Cinderella, the area would light up Like the streetlights on the way to the castle. Kinda give it a magical feeling


The starting point would be in Red Riding Hood, the whole level is linear, but each fairy tale is explorable, but I want the ending to feel like the fairy tale characters are like waving goodbye to the player and that it's time for them to move on from their stories. Something like that.


Levels + Play through+Design

-Red Riding Hood
-Alice in Wonderland(2 parts)
-Cinderella


Transition would be falling in a rabbit hole, (Transition to Alice from Red, hole in the book), and going up stairs to Cinderella. It follows a linear path, with the player able to explore each section of the levels. However they can not go back to the previous level once they have advance. The end happens once you beat Cinderella's level.


Level Design(Warning messy sketches of it)
RRH
  • Find some herbs to deliver to grandma
  • (can't cross bridge till you do)
  • Meet Wolf near the bridge
  • Go to grandma's house
  • go out and collect the axe then go back in the house to kill the wolf/chase him away
  • Fall down rabbit hole to proceed to next level

AIW
  • You are stuck in Alice and the Queen suspects you, find items through the level
  • Find the key and go up the stairs only to fall into the pool of tears
  • Cross the river of the pool of tears
  • Meet the hatter, march hare and dormouse
  • Cross the Card bridge onto the next spread
  • Go through the Queen's maze garden
  • Enter the Queen's court to be on trial
  • Transition to next level by showing your innocence and going through the stairway up to Cinderella
  • cinderella

  • cutscene: look at the forlorn room of poor Cinderella then look through window to see the castle, oh how you wish you could attend
  • Pop up text: find items inside the house to sneak out and attend the party while no one is home
  • Go to the castle
  • Event dialouge scene with prince when you go up the staircase
  • The clock hits midnight, you have to go back to your home
  • Lose slipper on the way down stairs(a noise will pop up but there's no item to pick up)
  • On the bridge the prince stops you, event cutscene, fireworks in the sky, camera pans up towards the sky, and it's a happy ending


EDIT: I haven't drawn the Cinderella one, but I've worked on it(screenis at the board), but basically you'll be stuck in a 3D environment, and you gotta find items in the house to escape and get ready to attend the ball secretly, and then the ballroom will be two stories, with the top being shown, no roof, paperlike walls



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