AFD1 - Aesthetics

Posted by Acid on Dec. 2, 2013, 9:15 a.m.

My main focus with this game is going to be the visual detail of the art. Not necessarily meaning the most realistic looking entry, but I want to have an unnecessary amount of little details constantly going on. I want the opportunity for player interaction that the player might not even think about, so everyone gets the experience that they create for themselves.

Key Design Focus Elements:

- Aesthetics

- Atmosphere

- Brevity

With these specific points, I believe I can tunnel vision my focus into a complete package that delivers on the vision that I have for once. The main reason for the failure of my games is non-existence. The second reason for failure, though, is that the games that I DO make, I kind of rush into without any set idea of what I want to do. You can't achieve goals you don't set, and that fact is FELT in the games I've created.

AESTHETICS

Visuals, to the dismay to many a programmer, can make or break a game. Good thing I'm a decent artist and a thickskulled programmer! My goal is to make this the most beautiful game I've ever made, if not the best looking game in the competition. I'm setting the bar, son. (And, yes, I just said that Rez, Toast, Mega, Cesque, EVERYONE - Prove me wrong and everyone wins!)

ATMOSPHERE

This is something that is overlooked in a LOT of major and minor games, including ALL of my own, and I want to change that with this game. I've attempted atmospheric presence previously, but my lack of real effort was my downfall. My S4D entry years ago had promise, but ultimately did not follow through. This will not be the case.

BREVITY

I'm not going to use any half assed random generation with this game. I'm going to hand carve some beautiful set pieces. I'll probably still use tiles for some of the level design, but I intend on making every environment at least 60% original content. I want every scene to feel deliberate. Every pixel.

There's a quick verbalization of my design goals for this entry while I wait for Visual Studio 2010 to download so I can shit on my life and do 14 past do labs and homework assignments in 1.5 hours.

Comments

Toast 10 years, 11 months ago

Astryl 10 years, 11 months ago

Quote:
There's a quick verbalization of my design goals for this entry while I wait for Visual Studio 2010 to download so I can shit on my life and do 14 past do labs and homework assignments in 1.5 hours.

Ironically, as I read this, I'm glaring daggers at the VS2010 help library manager; I'm downloading a metric ton of API documentation so I can do stuff.

Quote:
(And, yes, I just said that Rez, Toast, Mega, Cesque, EVERYONE - Prove me wrong and everyone wins!)

Looks like I'll actually have to try harder now :<

Guys, stop getting motivated, it's motivating me.

Kunedon 10 years, 11 months ago

Quote:
stop getting motivated
no

do the thing and show us that you are the make game master

Acid 10 years, 11 months ago

I'm going to do at least one of these a week. Very possible that I might do more than that a couple times, but I'm just setting that bar to maintain focus.

I'm going to actually start the storyboard tonight in between cramming for Calc.

Pirate-rob 10 years, 11 months ago

How does one get atmosphere into a game? Yeah, very vague question but my understanding of atmosphere in terms of, uh, media, is also a bit vague.

Acid 10 years, 11 months ago

Quote: THE DICTIONARY
the pervading tone or mood of a place, situation, or work of art.

"the hotel is famous for its friendly, welcoming atmosphere"

synonyms: ambience, air, mood, feel, feeling, character, tone, tenor, aura, quality, undercurrent, flavor;

Acid 10 years, 9 months ago

Lol I used full-ass random generation