The source of my towns problems

The story will begin inside the house of the main protagonist Banis Fügen, who is woken up by a knock to his door. upon answering the door the player will be greeted by juns, the head of the town guard, and informed that the mayor nuck wants to speak with him at once.

the player will then make their way to the town encountering and interacting with many characters along the way:

Juns: Leader of the town guard, loves his job (maybe a bit too much) supposedly sports dark brown hair considering his facial features are hard to describe as he wears a helmet 99% of the time. His presence in the town has made crime and unruly behaviour but a distant memory.

Mayor Nuck: Mayor of the town, does most of his work behind closed doors (nothing shady, just paperwork and stuff which would bore the average citizen). he’s the one who send Banis out to investigate the source of the foul tasting water. dresses sharply, sports a grey beard and is rarely seen without his dog Rose.

Arthur and Oretha: a couple who own the local pig farm, though its essentially less of a farm and more a a large field for their pets. you don’t get very much bacon from micro pigs and honestly the townsfolk don’t really have the heart (or cajones) to lay a hand on them. Arthur tends to be described as “more hair than man” as most of his face is hidden either behind a bead or a mop of hair. Oretha is about half Arthurs height and infinitely more ginger (an easy feat considering Arthur is blond but the fact still stands). spends most time with the animals and deep conversation with Arthur.

Rumli: the town drunk and hopeless romantic, has been known to flirt with anything with pulse (or what he thinks has a pulse, the barman once caught him chatting up a potted plant, he was turned down). although most of his greetings are vulgar slurs riding on the winds of an ale induced halitoses, they’re are meant with nothing short of kindness and merriment. enjoys chicken, sports a scruffy beard, tends to be found hanging out by the bar.

Upon leaving the town, Banis will have to travel through the local woodland in order to find the cave in which the wells source is located. before finding the cave however, banis is crossed by the sprite, Meeni.

Meeni: A sprite and self proclaimed “king” of the forest. while it is true that he is the ruler of a large faction of sprites that live there its hardly a position of power outside of that part of the woods. a short dark grey/blue sprite who wears naught but rags and a crown of twigs, is quick to anger, and is responsible for pinning the blame of the hog beast incident onto banis’ village.

After having a go at Banis for treading muddy footprints all over his forest floor, he retreats back into a nearby tree. Banis goes on his way and eventually reaches the cave only to find that the gate covering the entrance has been ripped off its hinges. Banis explores the cave until he comes across the large underwater lake acting as the wellspring.

the problem becomes very clear when Banis discovers a hog beast by the name of lisa, having a scrub in the middle of the pool.

Lisa: The hog beast responsible for contaminating the villages water supply by bathing in it. equipped with two large tusks, a back full of spines and a height of around 9 foot, you do not want to be on the bad side of this beast. luckily lisa is actually quite chilled and is just looking for a place to bathe. thats not to say however, that she isn’t capable of defending herself when the time should come.

Funnily enough its not Banis who yells first but intact lisa, who is most likes as mortified as anyone else would be if they had somebody walk in on then while in the bath. The issue resolves itself better than expected when lisa sees reason and moves on without a fuss.

banis returns to the village after escorting the creature out, however unbeknownst to him lisa had found another place to bathe, a pond in the village belonging to the burntwood legion. the legionaires dont take as kindly to lisa and

 

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Making the cave

today i made the cave scene for my game. in this area you meet lisa the hog beast who is taking a bath in the towns water supply, effectively poisoning it.

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i first layout the foundations of the mouth of the cave, as this is one of two main focuses of the scene. it is made of multiple dodecahedrons and low poly circles to act as the wall. i then added a light inside to simulate sunlight pouring in.
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i added a base for the character to stand on, as well as a cube primitive with a clear, distorted texture applied to it to simulate water (created with the help of this tutorial: https://www.youtube.com/watch?v=E707bXcFQV8).
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The lighting+”water” after rendering.
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i next added some random assets such as stalagmite/tites and protruding rocks to add to the feel of the area. these assets were then textured with a quick painting i did in photoshop. i also added a basic representation of the hogbeast lisa, which was created by distorting the pre-made figurine model.
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Another test in how the environment looks in render.

Rethinking “Follow me Folo”

Over the last week i have decided to rethink my approach on developing this game, a lot of the games design and setting comes from inspiration from games such as Limbo, and Ori and the blind forest. the final nail in the coffin for my decision is the fact that OaTBF features a wisp/fairy character that follows Ori, which i previously didn’t notice.

That being said i am beginning on designing another concept which has significantly different mechanics, style and setting. its a lot simpler than my previous idea, which my prove to be beneficial, considering i am learning new techniques (unity/unreal engine) and have yet to have and finalised art style.

In short the story is going to be about a young mans journey to find the source of pollution affecting the towns well. they will progress through the woodland and into the caves where the source lies, meeting multiple character with equally and entertaining dialogue.

A synopsis explaining the game and its characters in detail will follow shortly.

Follow me Folo: Synopsis

The brief calls for me to develop a point and click RPG adventure game. In response to this I’m going to develop “Follow me Folo”.

At this stage the mechanics of the game are simple and mostly focus on exploration and story due to the limitations on point and click and have decided that it is bed to avoid combat. This can be beneficial as i can focus more on designing the environment and quality of the sound.

Characters

Folo

Folo is a 10 year old boy and one of the two protagonists of the game. He has brown hair and sports an attire consisting of a red shirt, beige shorts, and green shoes. he does not have any distinct facial features other than a pair of black eyes. he has a somewhat twiggy/slim frame and is short in stature. Fool is an inquisitive boy, this can lead to trouble as seen when he encounters Fenrir, it is this inquisitive and problem solving nature however that could prove useful to the wisp that so desperately needs Folos help.

Wisp

The wisp is a creature native to the woodland, is is very little more than a ball of yellow light. The wisp acts as a guide to folo, granting him safe passage through the woodland via the light it provides. this light has a negative impact on the darkness and creatures that spawn from it, giving fool incentive to stay close and follow it wherever it goes. the wisp helps fool not only of of good intentions/kindness, but because it cannot interact with the physical world overly well and needs help to accomplish its goal of banish the incursion of darkness. in return, Wisp will eventually guide Folo home.

Fenrir

A large wolf consisting of shadow, this creature will attack Folo before being fended off by the wisp. Not much is yet know about this large dog, However, it is a possibility that this beast is linked to the current incursion of shadow and may help the protagonists in finding the source of the darkness. Fenrir is depicted as a large black wolf with red eyes, the very form of the creature seems to consist of shadow.

Plot

The child, curious about the surrounding woodland, goes out to explore. As Folo travels further into the wood, they discover that the forest gets darker and more ominous. they get to a point where the beauty of the woods had disappeared and been replaced by dead, twisted trees and dark gloom. it is at this point the encounter a “Fenrir”, a wolf consisting of shadow. The creature is however fended off by Wisp, a bright creature that Folo will now rely on to keep the creatures of darkness at bay.

Folo and Wisp spend the game traveling through the woodland and overcoming whatever puzzles/obsticals are in their way. eventually they will come to what is a partial source of the darkness in the form of some sort of flora. upon destroying this plant, the darkness in the area will be replace by sunlight and lush, colourful flora as well as the unlocking of areas previously blocked/hidden by shadow.

Mechanics

Wisp is going to be linked to the movement of the cursor and guide the movement of Folo. Wisp can also highlight points/objects of interest to signal folo to interact with them, one  example could be a lever that lowers a bridge, upon clicking on it with wisp the lever will highlight and folo will make his way over to pull it.

while folo can interact with the physical aspects of the world, he is useless when it comes to shadows. Wisp however can use its light to clear superficial obstacles like darkness or shadow creatures that Folo cant even touch. there are of course some things that neither character can clear/remove (shadow infused roots) without the destruction of the local source. this gives the player incentive to return to the area to find secret items or dialogue.

I would LIKE to implement a “fear gauge” which slowly increases the longer Folo is in the darkness, once the Gauge is full Folo is too afraid to continue and the game is over. This is not entirely decided on yet as i would then have to build with points where you would need to leave Folo behind for a small period to full make use of this mechanic and will most likely be an extra feature if time constraints and ease of design will allow me to add it.