Hey, let's do something a little different! I apologize in advance for how huge this picture is. It was either this or submit a bunch of split-up drawings, and I opted for one giant image instead.
The Point & Click Collab is a project thunk up by *sfemonster (I basically ripped the look of this character sheet off of all of Sfé's character sheets, don't tell Sfé), and is basically a big world-building project! It's based on the great Adventure Games of the 90s like Torin's Passage, Sam and Max, Day of the Tentacle, and Monkey Island. The goal is to make your own world that interconnects with everybody else's world and plot it out like a point-and-click adventure game, including characters, plot, items to find, ways to die, and puzzles. It's a ton of fun! I wish we could make it into a real game!
My world is called The River Valley, and you can read a more in-depth description of the world and the characters right over here! Ssam is the main character of the entire project, and was created by *sfemonster. The rest of the guys are either original for this project or versions of other characters from Skin Deep or other projects.
I've been following Skin Deep for years now. This evening I read a comment from a Skin Deep reader, admonishing people for not following your other work. And I said...
...Wut-otherwork-wut-where??
...and I came here, and this is the first image that I saw... and my eyes exploded out of the back of my head.
I continue to be astonished by the volume of creative output you produce with such high design quality. Are you actually, like, eight people?
I want very much to see a meeting between Michelle and the Sphinx on the bottom of the page, so that we can hear Michelle say, "Good GOD woman, put some CLOTHES on!"
Did you know I wrote my very first Journal entry about Ssam and how I thought he was able to shape-shift? You can check it out on my page. And by the way I am a huge fan of Skin Deep!
Hm, you got this game design student interested. What's more, you got me at "Plesiosaur Skeleton". And I do mean not just visuals but also at the idea of this concept being a point & click game. Which is very cool! I've seen not a lot of point-&-click games with indepth stories nowadays. The only ones that were good to me were like those games you've mentioned and online games like Steppenwolf, the Dead Case, etc.
And....forgive me for letting out my inner game designer person but me really curious since you are aiming as a game. And yes....I am including what I'm learning from my degree so please please please, I hope you don't get bored or scared or what.
1. Mechanics: As it said you're aiming for the point & click game and the basic mechanics IS point & click (Duh, Vickie, ain't that stupidly obvious) but I'm wondering what else would you include or if you plan on going further. Other games like Sam and Max offer more interaction than most such as combinations of items, solving of puzzles, or using sequences of items to acquire a plot key item. Also, will there even moments in which the player's got to think on their toes? Not asking is there gonna be some huge frigging clock in the face shouting "TIME'S RUNNING OUT!" but like some sense of danger is approaching and they have to hurry in solving their obstacle? Some games I've noticed do apply this but they don't do them carelessly where game over screen doesn't come in the next 3 seconds. Had that once...was an ugly sight raging over it.
2. Dynamics: Will the game be linear to follow to the story or will there be some opportunities the player can be offered choices that either affect the consequences differently? How well will the progress and challenges of the game be like? True, games progression is reflected by the story but it also includes gameplay. Will there be a tutorial or basic puzzles at the beginning and these get harder and harder along the way? How will you want to teach the player about the game's gameplay and brainteasing: by story-driven (written in text or NPC's speeches), observing distinctive or highlighted points in the environment or artwork, influencing of game pressure, or other methods? How long will the game go (via a number of levels in each stage location, eg floors in a house, paths in a district, maze, etc)
3. Aesthetics: ...What the hell am I asking this for? You two got that cleared for the aesthetics. SKIP THIS! I LIKE THE ART STYLE CUZ IT'S SOMETHING NEW AND DIFFERENT FOR 2D GAMING CONCEPT! :3
4. "Ways to die": ...When you said "ways to die", what kind of game over do you want? I hope not bloody or gore cuz I seriously don't see that in this concept...I really HOPE NOT! O_O Are you thinking of game overs like if failing at puzzles or getting caught by a force that is sure way to get the game over screen (eg. the Grim Reaper...f***) or time constraint that leads to the demise of someone the player couldn't prevent because of wrong choices or what not. The first one, I've rarely seen that in any point & click games since it does kinda seem like a cheap way of frustrating players if they can't solve on the first go. I also wonder if "ways to die" may mean different endings like that I see in Give Yourself Goosebumps with many endings, most unpleasant. That players are offered choices that could twist the plot either to their favor or...grimly not.
5. Marketing: This is more of a customer product question I'm often asked when presenting game ideas in class. Do you plan on making it for those online games websites or market it out as an Indie game or what in the future? What will your target audience be? The young generation, people and gamers interested in this sort of concept, puzzle-lovers? Or (dare I ask) furry lovers? (DON'T MURDER ME!!!)
And that's it...I hope my questions aren't overwhelming. :S I'm just very curious of what would be your aim to this project! I like what I'm seeing and looking at the description, I think it has good potential. I'd say this, if my teachers saw this project, they'd probably be interested like me since it's an interesting concept for a game to boot (buuut if you were studying here, they'd also want to see how far you can push gameplay and overall). 2D game concept and these type of game genres are so easily overlooked by others like action that it's kinda sad I don't see them as often as I like and play them. So your theme is something simple and still grand at the same time for a point & click and puzzle game. It's a different direction too in fantasy and other genres. I mean, heck, your idea has got me so keen that a player can be well immersed into this world, River Valley. HECK, I wanna play it and go exploring the world you created! SOMEONE MAKE THIS GAME!
Anyway, sorry for this full blown train at you and I really do hope to see more into this project. As a player, a praiser of wicked concept and game designer, I really like it. And if you want, you can take a mace and beat me with it senselessly for writing this comment. C:
Now...excuse while I go bury my head in the sand cuz I feel like I just talked too much and thousands of people will come strangle me. :< I can't help it! I'm learning game design and when something relating to games pop up, I'm just crazily curious how it'll go! -runs to hide-
Hah hah wow! What a comment! I wish I could answer your excellent questions, but the game in question is mostly just a character design side-project of ours since we really don't know how to make games at all. If we figure out a way to actually make it it might go further than these drawings, and I will definitely keep your questions and advice in mind if that happens, but for right now, it's still all conceptual. : )
One thing I'm surprised...you didn't sound like you got freaked by this overhaul section of game making. Or terribly scared that you'd run away from it all.
SOOOOO SORRY FOR THIS FULL-BLOWN COMMENT! XD I blame my damn university and my obsession to study game design. Yeah, went really overboard with it. But I didn't expect most, if not all, questions to be answer since game design is intense (hey, I suffered lack of sleep and nearly zero relaxation in my course X_x ). It's just I was so god damn curious since the word "Point & click game" was right there. X3 I just had to go commando on you with about 4 excruciating years of game design. I'm sorry!
In all, I do hope things go well, regardless if it does become a game or more is put just into your side-project. I've said it: it's a really cool concept, even if all conceptual. And yeah...I'm a great sucker for character design. =_=
And if you need any help, feel free to ask, whether it's game making. I'm still learning but if it's designing a game like this, I'm game to help you whatever way I can (I just hope I don't hit ya with another goddamn elongated windpipe...heck, a frigging game design document bible). Also, if you need people to help out on programming this game in the future (Let's say very FAR in the future), I could ask some of my programmer friends if they're interested in coding a point & click game. If you want, that is.
Annnnyway, since I'm hooked to this and looking at your gallery has to intrigued me.... -hits - You now have a loyal undying subject. If this person is creeping you out, take a shotgun and shoot me to break free.
...Yeah, my insanity gets the better of me. Don't even know what a life is nowadays.
Now I shall leave the DA world and come back to read this Skin Deep I keep hearing about tomorrow. C: And those TF2 pics too. Sweeeeet.
Excellent designs, colorful characters, beautiful story elements.... If I could enjoy your work anymore than I already do, it would be Criminal =-} Keep up the good work!
I've been following Skin Deep for years now. This evening I read a comment from a Skin Deep reader, admonishing people for not following your other work. And I said...
...Wut-otherwork-wut-where??
...and I came here, and this is the first image that I saw... and my eyes exploded out of the back of my head.
I continue to be astonished by the volume of creative output you produce with such high design quality. Are you actually, like, eight people?
I want very much to see a meeting between Michelle and the Sphinx on the bottom of the page, so that we can hear Michelle say, "Good GOD woman, put some CLOTHES on!"
And....forgive me for letting out my inner game designer person but me really curious since you are aiming as a game. And yes....I am including what I'm learning from my degree so please please please, I hope you don't get bored or scared or what.
1. Mechanics: As it said you're aiming for the point & click game and the basic mechanics IS point & click (Duh, Vickie, ain't that stupidly obvious) but I'm wondering what else would you include or if you plan on going further. Other games like Sam and Max offer more interaction than most such as combinations of items, solving of puzzles, or using sequences of items to acquire a plot key item. Also, will there even moments in which the player's got to think on their toes? Not asking is there gonna be some huge frigging clock in the face shouting "TIME'S RUNNING OUT!" but like some sense of danger is approaching and they have to hurry in solving their obstacle? Some games I've noticed do apply this but they don't do them carelessly where game over screen doesn't come in the next 3 seconds. Had that once...was an ugly sight raging over it.
2. Dynamics: Will the game be linear to follow to the story or will there be some opportunities the player can be offered choices that either affect the consequences differently? How well will the progress and challenges of the game be like? True, games progression is reflected by the story but it also includes gameplay. Will there be a tutorial or basic puzzles at the beginning and these get harder and harder along the way? How will you want to teach the player about the game's gameplay and brainteasing: by story-driven (written in text or NPC's speeches), observing distinctive or highlighted points in the environment or artwork, influencing of game pressure, or other methods? How long will the game go (via a number of levels in each stage location, eg floors in a house, paths in a district, maze, etc)
3. Aesthetics: ...What the hell am I asking this for? You two got that cleared for the aesthetics. SKIP THIS! I LIKE THE ART STYLE CUZ IT'S SOMETHING NEW AND DIFFERENT FOR 2D GAMING CONCEPT! :3
4. "Ways to die": ...When you said "ways to die", what kind of game over do you want? I hope not bloody or gore cuz I seriously don't see that in this concept...I really HOPE NOT! O_O Are you thinking of game overs like if failing at puzzles or getting caught by a force that is sure way to get the game over screen (eg. the Grim Reaper...f***) or time constraint that leads to the demise of someone the player couldn't prevent because of wrong choices or what not. The first one, I've rarely seen that in any point & click games since it does kinda seem like a cheap way of frustrating players if they can't solve on the first go. I also wonder if "ways to die" may mean different endings like that I see in Give Yourself Goosebumps with many endings, most unpleasant. That players are offered choices that could twist the plot either to their favor or...grimly not.
5. Marketing: This is more of a customer product question I'm often asked when presenting game ideas in class. Do you plan on making it for those online games websites or market it out as an Indie game or what in the future? What will your target audience be? The young generation, people and gamers interested in this sort of concept, puzzle-lovers? Or (dare I ask) furry lovers? (DON'T MURDER ME!!!)
And that's it...I hope my questions aren't overwhelming. :S I'm just very curious of what would be your aim to this project! I like what I'm seeing and looking at the description, I think it has good potential. I'd say this, if my teachers saw this project, they'd probably be interested like me since it's an interesting concept for a game to boot (buuut if you were studying here, they'd also want to see how far you can push gameplay and overall). 2D game concept and these type of game genres are so easily overlooked by others like action that it's kinda sad I don't see them as often as I like and play them. So your theme is something simple and still grand at the same time for a point & click and puzzle game. It's a different direction too in fantasy and other genres. I mean, heck, your idea has got me so keen that a player can be well immersed into this world, River Valley. HECK, I wanna play it and go exploring the world you created! SOMEONE MAKE THIS GAME!
Anyway, sorry for this full blown train at you and I really do hope to see more into this project. As a player, a praiser of wicked concept and game designer, I really like it.
Now...excuse while I go bury my head in the sand cuz I feel like I just talked too much and thousands of people will come strangle me. :< I can't help it! I'm learning game design and when something relating to games pop up, I'm just crazily curious how it'll go! -runs to hide-
Thank you!
ಠ_ಠ Please tell me I didn't terrify you...
In all, I do hope things go well, regardless if it does become a game or more is put just into your side-project. I've said it: it's a really cool concept, even if all conceptual. And yeah...I'm a great sucker for character design. =_=
And if you need any help, feel free to ask, whether it's game making. I'm still learning but if it's designing a game like this, I'm game to help you whatever way I can (I just hope I don't hit ya with another goddamn elongated windpipe...heck, a frigging game design document bible). Also, if you need people to help out on programming this game in the future (Let's say very FAR in the future), I could ask some of my programmer friends if they're interested in coding a point & click game. If you want, that is.
Annnnyway, since I'm hooked to this and looking at your gallery has to intrigued me.... -hits
...Yeah, my insanity gets the better of me. Don't even know what a life is nowadays.
Now I shall leave the DA world and come back to read this Skin Deep I keep hearing about tomorrow. C: And those TF2 pics too. Sweeeeet.
And you're very welcome!
Also, I love Edward's thumb claws. It was hard not to SAUROPOD!squee, but I'm at work, and that'd raise questions.
PS. Love the Lamia and Naga/ Nagini in your work!