![]() Now the idea of making a quick game and then using the rest of the weekend to go outside and play hide and seek naked in the rain conflicted with the idea of getting a lot of people to have a good time and get to know us as game makers. ![]() The concept of the game was born: the player is somewhere between a jeweler and a surgeon, a scientist and an artist, who has to manipulate things around his tiny planet. The idea then came of a tiny world that you had to do things on but that felt so minuscule that you couldn’t really manipulate it… It had to feel so small, so fragile that anything could break it. Graphics are secondary in the matter, we can always make things look small by drawing a big tree nearby”. Now Oscar, being the game designer he is said “but things don’t only have to be tiny, they need to feel tiny, in every aspect of gameplay. What we took out of our first hours of discussion was simple: as Claude elegantly put it “Scale is a matter of perspective, and so it’s not really about how big or small things are, but how they are perceived in their respective size.”įrom then on, we scratched the ideas we had had of a platformer with big or small characters, too hard to fit in the theme in our minds without going for an entry that would have been completely thematically disconnected while trying to artificially cling to the theme with graphics and narrative. It’s a small world after all, it’s a small world after all, as demonstrated by the planisphere standing by our coding table for 72h If you look at it again and imagine the sheer magnitude of the variations in scale, there is only one conclusion : WOOOOOOOOOOOAW things are soooo biiig and so smaaall… Tiny was really the key part, what is tiny? Well, small things… And we were not the first ones to think of that: shortly after the start of the compo, Ludum Dare released on the official twitter the famed scale animation. Then, what’s a world: you could think in terms of game levels, but it seemed really too evident and probably too self-referential to the world of games to go for Mario and then make the levels tiny. The richness of the game would have to accommodate for more than one world, but no swarm of worlds for us, or at least, no gameplay focused on how many worlds you can create / destroy / have sexual interplanetary intercourse with. We started by dissecting the theme: Tiny World… First it wasn’t Tiny World S so we kind of scratched ideas about a multitude of worlds. In itself, thinking was already kind of a first for us, we don’t do that often. The Jam started at 3am Paris time, we grabbed the Theme from iRC and started thinking. ![]() The making of Poiesis 1/2Īdd to that a fourth dood, friend of ours who did the pretty neat music you’ll hear in the game, his scene name is Humbert Humbert and you can find those soundy things he makes here. This entry was posted in Games Development, Poiesis on by hotzog. That’s it for now and I guess we’ll see a lot of you next time! We hope you enjoy it, and if you hate it or if it doesn’t run, leave us a comment or tweetize us using our tweeterization tool. If you’d like to try our attempt at world domination, just know that it’s an unfinished little piece and way too complex in it’s current state, we’re working on it to make the learning curve more bareable.ĭo read the little tutorial in the description before jumping in, it might help you, and know that the aim is to try to please your clients without knowing their intents clearly. Our game Poiesis, is far from the most polished, but it was a great experience and we’ve been in contact with a lot of incredible people! You can find the first part here.Ī few hours away from the end of the voting, we thought we’d post here some of the assets of our game to give us a little excuse to thank you all for your feedbacks and kind words and your help debugging our thing. ![]() Originally posted on may the 12th 2012 on Ludum Dare’s website, this article is the second part of the making of Poiesis. ![]()
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