Wednesday, July 14, 2010

Synopsis



Possibly the very first Bilou level drawn by my brother
Quand Bilou était dans son jeune age et prévu sous Amiga/CPC, mes niveaux "tombaient du ciel", dessinés par mon frère. Je n'avais plus qu'à les "pixeliser". Mais maintenant que la "computer zone", la "turtle zone" et la "pyramid zone" ne sont plus d'actualité, que la "water zone", la "pipe zone" et la "fire zone" ont besoin de sérieux relooking, comment envisager la structure globale du jeu ? pas avec mes mini-démos, qui serviront au mieux à introduire quelques personnages ou tester un principe de jeu.

Je pensais donc essayer de placer sur une carte unique l'ensemble des "lieux clés" (puits de la clairière, temple de l'encre, la boule de neige dans l'usine chimique du Groenland, etc.), chacun occupant un ou deux écrans DS (allez, disons 512x512 pixels au max), ce qui devrait permettre de me concentrer sur les "interactions majeures" (genre 'au sommet de la montagne infernale, tu trouveras la vanne qui contrôle le niveau du Lac Those), et donner les grandes lignes de chacun des lieux. Restera ensuite à migrer "Synopsis" vers le jeu complet, en y ajoutant les phases d'actions.



... and a second take when it become "level B", a couple of year later
Back then, in the earliest days of the Bilou project, I hadn't to worry about game or level design. My brother had some Great Plans in mind and provided me hand-drawn maps that I could simply "pixelate" and code. Unfortunately, he never drawn anything past the green and school zones, and most of the other "zones" he named are questioned today (turtle zone and computer zones needs a replacement, fire and water zone clearly need more character).

I'm reaching a point where I'd like to have a better understanding myself of what happens on the curious planet where Bilou and Bouli crashed. The small one-feature demos that I planned as milestone won't help me with that. Sketching a few idea for my Bro's next CD, I ended up thinking that I could equally sketch the game's synopsis as a collection of "small rooms" (one per "encounter", max 512x512 pixels in size) that would represent the core goal of individual levels in a more "willy-inspired" game where the exploration dimension would be enhanced, and action dimension reduced to a minimum.

Oh, and btw, I haven't dropped the "Apple Assault" milestone, before you ask. I'm just waay too busy with painting and building up my new kitchen to make any noticeable progress there right now.


Au fait, avant que les questions ne fusent: non, je ne laisse pas tomber "Apple Assault" à 90% de l'objectif: je suis juste légèrement accaparé par le montage de ma nouvelle cuisine :P

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