was half asleep just now and had a kin thought so I got back up in order to type it here quick! The ghost fish… where they swim in their pond outside the hotel I want there to be a ghost sitting on a bench watching them. And I want him to say something like this!
Little fishes swimming in shoals, lost in the depths are but thousands of souls… Want to hear a story?
Some say that, when you die, it isn’t off to another place or level of existence beyond this, oh no! It is to the sea. The land is of the living and the waters of the dead… So they say! Ahh, how I wish to be a fish…
(if no and on further interaction after first yes)
Down in the blue and the dark and the deep, thousands of lives forever asleep…
spent the majority of today outside, writing down ideas and planning out level stuff for in the reverie. First real sunshine I’ve seen here since coming back from uni! It was great, got some cool ideas down too… Posting this just to mark progress more than anything! My sketchbook is messy, you don’t want to see that.
Notes on the five stages of sleep and how they could affect gameplay. Early ideas and research! (for colab project “In The Reverie”)
STAGE 1 - THETA WAVES
Sudden twitches, falling sensation.
Some loss of conciousness and awareness of external environment.
Loss of self.
- Drifting, shifting, hazy… Moving light? Sudden changes in depth… Flying? Swimming? Slow, delayed movements with sudden twitches, unreal movements that fade to regular. Still remnants of actual physical surroundings (bedroom)?
STAGE 2 - SLEEP SPINDLES
Conscious awareness of external environment disappears.
Sleep is deeper, still occasional burst of rapid brain waves.
Sleep spindles - related to integration of new information with existing knowledge, linked with remembering and forgetting.
Half of sleep in this stage - light and dreamless.
- Blank, empty and minimalistic with occasional bursts of movement and colour. Memories rise and fall, things are forgotten… Slow merging of shapes into others, followed by quick actions.
STAGE 3 - DELTA WAVES
Stage in which night terrors, sleepwalking and sleep talking occur.
Still largely dreamless.
Slowest frequency brainwaves at this stage.
- Dark, slow, hidden shapes and shadows… Murmurs and whispering? Slow fear, no sudden shocks. Unsettling, mishapen and broken. Unseen and lurking enemies.
STAGE 4 - DELTA SLEEP
"Slow Wave Sleep"
Brainwaves exclusively delta.
Replenishing stage; required to revitalise.
Difficult to be woken from.
- Shifting away from previous darkness, moving into a more light environment, more pleasant and refreshing. Pastel colours perhaps, or a focus on greens. Shifts into forested area? Night-time woodland creatures, emerging from trees.
STAGE 5 - R.E.M
Most memorable dreaming occurs in this stage.
Brainwaves increase to levels experienced when awake.
If woken during this stage, dreams are more easily remembered.
Also easier to return to this stage if the person goes back to sleep directly after being woken.
Long term memories created.
- Fully formed surroundings, more complex shapes and actions. Much more movement and detail but still evidence of dream; unreal objects and creatures, unnatural events. Final stage is lively and action packed! Combines aspects from all prior levels. Big ending!
Over the last few weeks, precisehero and I have been talking about working on a colab project together. It’s a great idea that love the sound of - a short vertical scrolling game with levels based off the stages of sleep! He’s already worked on tracks for the game (they sound great!) and he’s pretty much ready to go, it’s all very exciting. Sleep is a topic that I find myself very personally linked with, what with never being able to do it. Ever since my first little project of Lucid I’ve been wanting to explore the theme a lot more.
While he was willing to wait for me to finish working on Kin, I feel that it’ll take me at least until the end summer at this rate, which is a long time to wait around! Kin is a personal project that I’m doing for my enjoyment more than anything with no actual deadline - I feel like I can pause it and pick it back up whenever, you know? So I will!
Plus it’s not like I’ll be completely banned from doing any Kin stuff in the meantime. With this colab project, the majority of the thinking has been done for me. All I have to do is the visuals and workings behind it (which are, in comparison to an RPG, way simpler!).
So yes, what I’m saying is there is a thing I want to do so I am doing it. I think you’ll all like it!
think-typin about how the relationship between Comic and Jason changes through the game. I’ve made a lot of texts posts over the last two days but they really help sort things out in my mind so I don’t feel bad I guess? This one turned into an almost complete plot summary, got away from me a bit.
I’m in the middle of typing a fairly lengthy thing about how the relationship between the two main characters develops over the progress of Kin and I keep having to type their names a lot and, while I recognise Comic as a name in my mind now, a part of me is laughing that I named her after a sim I made when I played the original Sims two months ago that I named Comic Sans because all the font in that game is… comic……sans…….
So I saw that character world building post going around where a person puts a number in your ask box and then you fill out the question but I can’t be patient enough for that! So I’m going to spend an hour chillaxin before bed filling out as much as I want. More for me than anything! Source of the questionnaire post.
leading on from that last post, there’s the idea that made me want to learn how to make games in the first place and the one where my main username of pixelated cowboy gets it’s namesake from! I recognise some tumblrusers that followed me way back when that was my main project when I really didn’t know what I was doing which is really neat and you guys are troopers for sticking it out so long.
For those that don’t know, I was trying to make a game simply called COWBOY. It was about an office worker who, at times, would look around and bam, he’d be a cowboy. In his mind at least. He’d believe that he was on a mission to rescue the damsel in distress (the receptionist on the first floor) from the villianous outlaw Big Boss (the manager) and Save The Day. What he’d do as a cowboy would happen in the office too, but with slight variations (ordering the usual from the barkeep = getting a drink from the watercooler). Occasionally, mid mission, it’d flip back to office vision and you’d have to preform mundane tasks like writing reports and filing papers. Flips would get more and more frequent and extreme until I remember it was set to end with the entire office block on fire and the main character having a showdown with Big Boss/the boss on the top floor, a real gun being present in both visions, the small time buiness manager pleading for his life while the office employee talks about how the town weren’t big enough for the both of them.
Anyway! That’s an idea that is destined to happen someday in some form. I don’t think I can actually stop it from happening. The only reason I dropped it before was that I felt I wasn’t good enough to make it at the time. And I was right! I don’t feel like I have the skills to pull it off right now even. But some day!
This whole game idea isn’t what I’d expect from me in terms of… well, everything really! From the plot to the overall feel to it even being an RPG. If I could only make one game ever I’d go for something much darker and with a plot that is less thought out and straight forward, something more along the lines of the stuff tagged with surface over at my main blog. Dialogue would be rare and unsettling at best, characters wouldn’t bother to have names and the graphical style would be weird and broken. It’d leave the player feeling uncomfortable, but in a good way?
But that’s just the thing! I don’t have to only ever make one game. Kin is an learning experience and an experiment more than it is a title I want to put out and be all “Hey!! This is a game I made, this is my style, expect more like this!!!” because honestly? After this I can’t see me wanting to do something as… standard? again? With Kin there’s the girl and the guy and the big bad boss and yeah sure there are some oddities chucked into the mix like weird typings and humans who try to act like humans but other than that… I don’t know! As much as I am in love with this idea, it just doesn’t feel like a thing I’d want to be known for.
So I’ve been reading into parallaxing (thanks to obligationaloctopus!!) and wow, has it made things easier! There’s also a way to make the maps animated too so I can still have flowing rivers and other moving parts which is great! Linking the script here so I can remember to give credit (I would never have come up with such a simple way!).
Should be done with that statue area in a bit (a static version anyway), then I’ll play about with animating parts. I want there to be moths and fireflies and swaying reeds possibly if I can be bothered. And shifting shadows! It’ll be dawn around this time in the game so lighting won’t be extreme, but still present.
I think that about a lot of things. Manga, games, you name it. I look around and I think “the tiny details that without them, the game wouldn’t be the same, but are never really appreciated”. Grain on wood, specific lighting, etc. One of the things that amazed me most, was in Assassin’s Creed 2 I followed a guard around. He sneezed as I followed him.
It’s just that tiny bit of unnoticed realism that brings a world to life. It’s worth it.
oh yeah, I know where you’re coming from, but at the same time
Progress pic! I’m going to add loads and loads of plants, vines all hanging and interwoven, walls covered in moss and such. Misc bug items littered around the place, pots and what not. Lighting too! The main source of light’ll be from a hole in the ceiling, natural light filtering down to the statue. But the bugs will have put up lots of little fairy light type things, jars of light… Lots and lots to do!
Not to be that guy .. but .. shut up and take my money!
ahahah, put away that fistful of money, I’ll be happy if people just play it when it’s done!! All this constant working away at it makes it easy to forget it’ll be a finished thing some day that I’ll have to try convince people to download and then spend time playing.