09-11-2018 09:31 PM
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09-17-2018 12:00 PM
09-17-2018 02:43 PM
09-18-2018 02:50 PM
09-24-2018 10:56 AM
Week 11
For personal reasons this week I could not post our
progress. On my immediate return from California I dealt with some emotional,
unexpected moments. I am sad to have missed this posting but it was a very
emotional week. I will gather strength to get back up again for next week.
09-24-2018 10:57 AM
Title
Trying To Laugh At This
Gameplay
I wanted the gameplay of fighting a “Fear” to feel like wrestling a witch -- a physical way lasso a large opponent that resists form.
I found a weapon with multiple weights more interesting. (I later learned this imitates the South American bolas.) The absence of centripetal force and the spring joint connecting the weights make powering and aiming the weapon a challenge. Aim is all about timing when you let go.
I was grateful to discover this, because I’ve found that learning when to let go is an important step in overcoming trauma -- the core theme of Trying To Laugh At This.
I focused the gameplay on timing and pacing pull and release of triggers.
Character Design
Crafting characters out of particles is a ways off for me. I looked to other ways of making characters feel like fluid compositions of shared materials.
Writing to the alpha channel with volumetric lighting helped to tie the scene together. This outline could be used as ui to guide player focus.
This opponent is comprised of objects that convey “home” to me. From afar, it’s scary. But up close, it’s sad. Maybe this is another way to reward perception with story.