You must save your timeline from destruction by retrieving a staff that should help correct your timeline...or so you think...


So for this game I drew inspiration from the Assassin's Creed franchise. 

* For room 1, I wanted to start the character off in a pretty obvious setting, which is Egypt, so I created a pyramid and some Egyptian characters to go along with it. I also included memories to give the player an idea of what they were doing in ancient egypt.

* The second room, I created a river that is supposed to emulate the Nile, but I know it looks nothing like it. I just needed it to emulate the river. I also added birds and created dialogue for each character available in the room, as well as items to get, which I determined to be memories, which help guide the story along.

* In room 3, I simply wanted to create a maze, and show off the three main pyramids in Egypt, including the Pyramid of Giza. Once again, I wanted to make the player feel like they were in Egypt, even if the color palettes are different in each room.

* In room 4, I made it the actual tomb of the Pharaoh that was laid to rest. I added what I deemed to be candles or flames to add a texture of lighting because your character is in a dark setting.

* In room 5, it's his return home to what he thinks is a victory for his timeline, which includes more dialogue from other scientists that helped him. 

When it comes to McCloud's concepts, I tried to use transitions and abstraction as best as possible. When it came to actually creating each item or person, I wanted to give off a feeling that these items and characters would be set back in time. I wanted the landscape to resemble what it could've been back then and I definitely wanted to create items that had zero shape to them, but have them be the player's memories that he needed to collect in order to complete his objective.  I wanted to mainly focus on main details instead of creating something that looks incredibly real since this program limits that. (Pg. 29, 31, 46)  When it came to transitions, I used the memories to help transition from one room to the next. These abstract items that have no real meaning when you look at the shapes play a heavy role in the game's design and eventual conclusion. The transitions don't focus on the character actually traveling to each location, it's more like he arrived at each location between each room. (Pg. 67). I kept that off screen due to it being boring. Playing as a character walking through nothing for long periods of time doesn't sound appealing to me at all. The design of the game was incredibly fun to make, and it challenged me to be creative using only certain shapes to create a potential scene, which isn't easy by any means. I hope that anyone who plays this game enjoys the concept, and please be easy on me considering this is the first time I've ever done anything like this.

StatusReleased
PlatformsHTML5
AuthorAustinj23
Made withbitsy