Goorillas are little monkeys made of goo. They stretch, get stuck to things and sometimes they splat!

Thursday, February 5, 2015

DevTrek Week 4 - Story Development

At the end of week 4 I've got a basic matching game developed, that was a good exercise to get a better understanding of Unity, ready to start making the game work the way I've designed. In the video below you can see Goobert stretching over 2 tiles.



To develop the stories for each character I started looking at the drawings and a few things sprung to mind. Googar only has one tooth for example because he is about six years old and that's why he's always up to mischief. Goobriella rarely gets stuck, except when Googar is up to his antics. Gooby is only small so he builds up to his first big stretch, a bit like his first day at school, and he learns not to splat without his dummy.

One story for Goobert I came up with for children is "I have a plan to get out of this jam!" Where he gets stuck to things, in between trees, under a hedge, in a muddy puddle, and he has to work out how to get unstuck. Does he back out, go under or stretch over? Goobert repeats the same line "I have a plan to get out of this jam!" before he escapes his predicament. And at the end of the story he gets stuck in a pot of jam! Might be a fun one to read with a kid. So Goorillas are small, about the size of a jam pot.

Googar is part of the Goorilla family because they are nice creatures. They are small and a bit timid and when they get scared, they splat. If they splat then given a bit of time, they pull themselves back together.

Thinking about these creatures now and their short journey through the strange land, reminded me a bit of little blue penguins that dash across a beach. They almost make it to the other side, then one gets scared and they all run back. It is quite a funny thing to see them running backwards and forwards before they finally make it. So I'm going to try that idea in this game, instead of focusing on score and levels, it will be about getting the Goorillas to the next step of their journey.

I've tuned my initial design and taken out the concentration element, because it doesn't suit the characters or this game-play, it also reflects earlier feedback. Maybe I'll come back to that idea in a future game.



I can answer my questions from last week about what should fall down for sure now. I hope this game will be different, maybe even zany!

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