Welcome - A Fool's Run, the beginning...
Welcome to the first official Devlog of 'A Fool's Run'
ABOUT THIS GAME :)
The initial game pitch for this game was an Enchanted Escape Adventure Game with different obstacle along the path of a maze, and having random 'curses/portions' being dropped on the player, making them turn into different things that will make the game harder or a bit easier to play. Like if turned into a chicken, you get to fly but have reduced speed, or a fish constantly looking for water power up to survive.
The back story to this game: you’ve just stolen a treasure from the witch and want to find your way to safety while she is trying to curse you by turning you into an animal/creature. You have to run through a maze filled with obstacles and escape with your stolen treasure before the witch catches you. Along the way there are obstacles that you have to avoid while the witch throws potions/curses at you. You have to use or avoid the potions to your advantage as you fight your way out of the maze to get to the final gate.
For last week Game jam on the 29th of January, our team worked on some of the basic mechanics of the game which was navigation through the maze and also initial thought for our camera angle (third person view). After our game pitch and design brief presentation, we had to work and change some of our initial game concepts according to critiques and feedback we got. One major change was not to have the runner be an automated endless runner, and also to have a confined maze setup for our level designs.
There were other notes we took into consideration to help improve our game that we would implement moving forward like; making the player transform halfway, that's neck up as supposed to full animal transformation, considering making the witch appear as part of our 2d story line, since she won't be seen as often in the game, reconsider the mapping and placements of potions and focus on modalities.
We started working on sketches, mood boards and feel of the game, the team had a meeting and everyone got to understand what we are working with and what we are aiming for, our game is going for an enchanted feel that will give the player a fun, and dreamy game experience and we want to achieve that by our level designs, character transformations and game mechanics. One of our main inspiration is from Pitfall Planet, we would want our game to make reference to the camera angle, another is Temple Run, using the timer and runner as reference.
A couple of what we have worked on the previous weeks are our game design brief and pitch, sketches of the level designs, characters and certain obstacles/villain. The next couple of weeks will involve us moving heads on and developing our game.
The key words/theme of our game are; Maze-Like, Enchanted, Potions, Running and Transformation
Meet the Team:
Dev Team; Angel Hong, Evan Kanter, Kewei Qiu and Arya Rafii
Art Team; - Asabe Mamza, Lutchman Arteya, Szlapczynski Magdalena and Cai Xingning (Dennis)
Music Team; Wenjing Hou and Aishwarya Patel
Files
Get A Fool's Run
A Fool's Run
More posts
- Completed gameApr 26, 2022
- PolishApr 18, 2022
- UpdateApr 09, 2022
- Playtesting Contd.Mar 27, 2022
- Alpha Release/PlaytestingMar 20, 2022
- Alpha Design SubmissionMar 05, 2022
- After Design DocumentFeb 17, 2022
- Follow-up, Pre design DocumentFeb 08, 2022
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