Props

Below are some of the objects the player will encounter during the game.

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Presentation + .SWF files for Animations and Slides

Presentation

Click the link above to download the PowerPoint Presentation used in our pitch! To View the animations within, simply open the PowerPoint Presentation and double click on the links with orange boxes. A .SWF file will play for your pleasure.

Enjoy

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Puzzle Animations

Uploading .swf to wordpress files doesn’t seem to be working for me, so here’s some links:

Area 1:

Fixed Lights and Moving Boxes

Moving Lights

Timed Lights

Switches

Generators

Area 2:

Placable Lights

Mirrors

Rotate

Area 3:

Goo

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Design Document

Our presentation was today and to remind people of what not to put in a design document, we’ve put it up here. Enjoy what we ended up with. The powerpoint is coming at a later point.

Fathom_Design_Document

Sample Level with flow of play

Sample Level with key

,

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New Title

So obscure was taken, commence plan B.

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Zone Concepts.

Each Zone has a distinct colour scheme and visual appearance. As the player further explores the labyrinth that is the facility he will traverse different areas, with increasingly more difficult puzzles.

The First zone is the main part of the facility which resembles a very lab sort of appearance. Below is an example of the generator mechanic found within the zone.

The player is unable to clear this gap.

By turning up the light’s power using the generator, the shadow is enlarged.

And the player can pass the gap in shadow form.

The Second zone is the Bio Sphere. An area where plant and animal life were once observed but now are overgrown. Below is an example of the key/door relationship puzzle introduced in this zone.

The key is out of the player’s reach.

With careful placement of both the box the player is able to create a ramp to the key.

By switching between shadow and normal form the player is able to reach the key with the ramp created.

As the player delves deeper into the facility, an underground passage is discovered. This is the third zone. The player discovers that more experiments have been going on at the facility and stumbles upon sprouts that are extremely sensitive to light. Below is an example of a puzzle involving these sprouts.

The player’s path is blocked.

The sprout reacts to the light.

…boom.

Ramp created.

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Character Evolution.

Some character design stages.

Because games need beards.

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