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Hello everyone!

This week I made a neat game design document - containing detailed descriptions of every mini-game I imagined in the past few months. It took me a while, but now I have 15 mini-games that are ready to be coded!

Now I never had much trouble comming up with game-ideas. But sometimes the game-ideas just don't really match the story they were intended for. And then I have no choice but to scrap the idea and replace it.

Now I thought it would be intersting to share two last minute changes I made because of this. And I’m curious if you agree with my reasoning for change :)

Here are the two ideas.

Making a droid-girl

Keen will eventually make his own droid-girl.  And I always wanted to make a mini-game forthis. Somy first idea was to make a sort of anatomy puzzle, where you had to place mechanical organs correctly into the droids body.

The organs were supposed to be interesting- by for example- having ventilators for lungs. And of course the reward would be ‘closing the hatch’ and seeing your droid in her full glory.  But when drawing this out, I realized that placing organs might actually be a bit creepy! Sooo, bad idea.

Well. Then I thought about a better alternative. And decided to go for a simpler mini-game, where you just have to puzzle together the outside of the droids body. I think this version is less origional, but a much better fit for the main game. And now it looks like this :)

Cutting back the roots

During Sophie her story, Keen will trim down a plant with a hedgecutter. Right now this is just dialog scene, but I always wanted to add a mini-game here.

So for over a year, I had this idea to create a ‘whack a mole’ type game- where you would need to cut away 'flowers', before too many of them would appear on screen (knocking Keen out with the plants gas).

And so I made this set-up.

Visually and gameplay-wise, it really works together I think. But at the same time it also tells the wrong story-  and that bugged me.  I mean, you’re not cutting away roots, and knocking out Keen was never really the plan here.

So I had to do a step back, and try and make something that would better fit the story.  And then I made this set-up.

Here you simply have to cut away ever regrowing roots, by clicking on the root-ends.  Clear the screen before your hedgecutters battery runs out, and you win! It actually requires a bit more tactic then the first idea, so perhaps it’s even more fun & rewarding?

Well, those were my last-minute changes. I hope you found it interesting!

And then there are 13 more mini-games I designed...but more on that later :)

All the best!

Robin

Files

Comments

Anthony Docimo

very cool games. i look forward to playing them (and the other 13) maybe have only one or two internal not-very-organ-looking parts that need to go in before the main parts (the externals) are assembled? just a thought. keep up the great work

Anonymous

A bit of a long winded idea for a cute side quest would be Keen finding datapads around the ship that would contain logs detailing the rest of the crew's interactions with each other. This could then be tied into a logic puzzle game where by reading the clues Keen could uncover each girl's favourite drink, which could then be prepared in the juicer and delivered to them for a little bonus scene with each girl. As an example, he might find something like "Met with the Ship's Doctor over lunch today to discuss the comfort settings for some new equipment I've just had installed. We shared a Sweet new Blue drink together and she seemed to dislike it. I still prefer the Aldebaran Sunrise myself too." This would then allow you to collect the clues that the Blue drink is Sweet and not liked by the Doctor, and isn't called the Aldebaran Sunrise. (It could also be inferred the writer wasn't Sophie, since she'd be unlikely to describe her sister as "the ship's doctor".) Another would then be "Bumped into Lorza in the hallway today. The Thick Yellow drink she was fetching for the Captain splashed all over me, and it took ages to scrub it all off of my cleavage. Luckily it gave me an excuse to enjoy a quick Seeding Sunrise in my cabin before heading back to the Bio Lab." Again giving the clues that the Yellow drink is Thick and enjoyed by the Captain, and not called the Seeding Sunrise, which is the drink favoured by Sophie. Eventually the players would be able to complete a logic grid puzzle to reveal results like: Lune - Blue - Sweet - Lakeside Delight Sophie - Black - Warm - Chocolate Moon Lorza - Purple - Spicy - Aldebaran Rush Doctor - Green - Rich - Seeding Sunrise Captain - Yellow - Thick - Golden Bloom The complex part to all this would be the juicer, which would then need to have a flavouring and colouring combined to mix the right drink to be given to each girl, either as separate scenes in their own locations or as part of a single large scene featuring all the girls together. Overall though it would help to build up the relationships between them all in a way which wouldn't require too many invasive scenes where Keen would be eavesdropping or walking in on scenes between the girls, plus since most of them would be resolved through reading datapads it should reduce the amount of extra artwork and posing that would be required.

CodePink

Thanks! And because I have both versions now, I thought about mixing them as well. But although it's a cool idea, I'm not sure how much sense it will make for the player to do that; as it it are still 2 different gameplay mechanics? But perhaps I should test it :)

CodePink

Oh, that's really nice! But maybe it deserves to be more then just a side quest? I thought about doing an xmas event, that's only available for like 2 weeks a year. And maybe during such a time, you could collect this info, so you can poor the right drinks at Xmas itself -and get everyone in the mood for ...you know :) Well, I'll be sure to take notes of your idea, perhaps I can add it somewhere in the future . And thank you again for all your great suggestions! :)

Anthony Docimo

not sure how its two different mechanics...but thats probably because I was and am thinking in terms of assembling a puzzle......just with a piece or two that get covered up (either when the puzzle is completed, or in mid-assembly) I don't doubt all the games in the OP will be fun to play.

Phantomponch

A Christmas event and a logic puzzle would be a stupendous combo. I love the idea of “everyone” in the mood… might get a little bit much for keen to handle, but I’m sure everyone would find a way to get the presents they asked for for Christmas!

Dave Lerner

I... am actually not fond of limited events Because if I miss them, they're gone and I can NEVER complete the entire game Other people may have different opinions Maybe you should do a poll?

CodePink

I actually know what you mean :) But...if it's really a Xmas related event, then it would be a bit odd to have it playable the entire year round. Don't you think? But perhaps there can be a way around it... maybe by entering a cheat. Or doinga special calander puzzle?

Anonymous

At the end of the adventure, one of the girls could give Keen a holorecorder in the shape of something festive (Christmas Tree/floating snowflake/roast turkey/etc.) which would then appear in his quarters. Interacting with it at anytime would then allow for the story to be replayed. You could even make the holorecorder into a puzzle box design, which would have to be solved to activate it.