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So I just had a meeting today with the two artists I’ve asked to work with me, Riley Morrissey and Jenna Papagni. We talked for an hour about the direction we want the game to go, puzzles we wanted to see, art style, and the overall aesthetic of Laika.
Documentation was also a large part of this meeting, and we improved on some pre-created documents such as the Design Document, Master Plan, Work Schedule, Art Asset list, and a Master Puzzle list. The main takeaway from this meeting was:
- Laika is a 2D puzzle adventure with the goal being to repair a spaceship to get Laika back home to Earth
- It is focused on exploration and interaction
- Art Style:
- Cute
- Line less pixel with soft shading
- Puzzles:
- 4 types:
- Fetch
- Pull Level
- Guide NPC
- Maze
- Each planet will have one puzzle with an NPC explaining it
- An average level will look like this:
- Land
- Exit spaceship
- Explore to find the problem on the world
- Solve problem
- Acquire part
- Repair spaceship
- Go to next world
- 4 types:
- NPC interaction:
- With the exception of Guide NPC quests, an NPC will only be able to be talked to
- Conversation is simple, NPC tells the player the objective, and the player can respond with a variety of dog noises
Besides that, I also worked on the build a little bit. I didn’t do too much this time. I added a better lerp to the camera to make it smoother and a slow rise when the player goes up a level so it wasn’t so jarring.
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