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Let's Undo the Time Warp
Laura
Posts: 149PCH Developer
A new call for game idea submissions is coming up on Wednesday, October 3rd... post your ideas in this thread to start brainstorming and getting feedback now!
The submission prompt will be: Using 300 characters or less, describe an idea for a Puzzle Clubhouse game in which the player must turn off a time machine which has gotten into a loop. Change the past in order to stop the machine from being turned on. Be as creative as you can!
Post edited by Laura on
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•0 Vote Down Vote Upre: just how restricted are we
We're going back and forth on this, but we really don't want to put "restrictions" on the community, it's just that we sometimes get worried about the "scope" of the submissions, and whether or not we can make the games in the tight time frames we have in our cycle. I believe that's something we need to figure out internally, rather than putting limitations on the community submissions. Is a single one possible - replicated, like a generic monkey or scientist to form the chains?I think this depends on the game idea, so its hard to say if it would work or not. Something we might be able to do is outsource characters to the community, like we did with the gnomes from episode 2. I don't think we'd want to always limit ourselves to 1 character because of a situation like the gnome game or if something unexpected comes up in our production cycle -- it really is a per idea basis. (wow...I'm sorry that wasn't more helpful...)
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•0 Vote Down Vote UpThanks to you and the guys for giving it some thought. Sorry all the rumination wonked your formats.
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•0 Vote Down Vote UpI trialled this explanation on my better half. She looked blank. But "like playing twister on the keyboard with your fingers" seemed to make more sense, so it's had a rewrite...
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•0 Vote Down Vote Up"Viewed from above. You step forward (or back) one second at a time.Get Jasper to Cornelius (who is moving) to stop him turning on the machine. If he is to far away then maybe pick up a rollerskate and roll it at him. More complicated levels work like dominoes. Find the chain reaction that works."
I was trying to come up with something that isn't going to be a lot of crazy work and feels very different to the games we have had so far, so this one is turn based. Cornelius is walking to the machine and if he gets to it then the level is reset. You have as many "moves" as Cornelius has steps to the machine. If you can intercept him then it's all good. If not then you must find a way to stop him. Or maybe you have to block his way so he has to take a longer route and give you more time.
From an art asset point of view it should be easier because you will only need little tile items. You could even include laz0r frogz or gnomes as more potential ways to stop Cornelius.
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•0 Vote Down Vote UpThe most scope would be to have every choice change the animation. They least scope would be to have none of the choices affect the animation. We probably want to pick 1 - 3 key points where the choices affect the animation in some way. You also want to lean on VO and small impact art changes for feedback.
Suppose that Jasper an Cornelius were having a running conversation in front of a long control panel, or series of machines. Cornelius flips switches as he goes. At the end the disaster happens and the animation loops. While the animation is looping the player can interact with the environment, dialing dials, and nobbing nobs. the players goal it to take the machine from "Very Unsafe!" to "Ready" before Cornelius flips the switch.
Other possible interactions
Cornelius reaches blindly into a tool box, click on the tool box changes what item is prominent and taken. (wrench, hammer, saw, fish)
Safety first Jasper. Cut to a table with three items (helmet, goggles, pillow). Player can pick one, Jasper wears it, at some point the choice is meaningful.
Click on a plug to plug in a machine (itself, not a character animation)
turn on a fan to blow something out of the way.
click on a duck, it quacks. C:Duck! J:
Any Rube-Goldberg-esque interaction that happens along side the characters. Ball roles, flips the lever, toppling the statue, pressing a button.
In general, small interactions and animations along side the primary animation.
Other thoughts
State could be preserved, or reset each loop. I'd lean toward reset.
The loop point could changed. The loop could get shorter based on your success in the puzzle.
Foreshadowing is cool. Jasper could duck for no reason in the initial loop. C:"why so Jumpy Jasper". Eventually the duck would make sense. Play with time!
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