Let’s go for an instructive walk

We meet again!

Even if we were still not very talkative these last days, we were indeed spending time with our child Oneiros. Sadly, there is not much that can actually be seen about it, because our Game Artist can still not be back before the end of the following week. What we did was mostly focused on teaching Oneiros how to behave and what to do… Meaning we were working on its Game Design, from all the feedbacks we collected a month ago now (thanks again to all the people who took some time to try it out!).

You heard it right ; this means we decided (at last !) what will now be the new way to play our game. Let’s speak a bit about the gameplay!

The basics of the game have not changed. You are controlling a mysterious, masked, fluffy creature than can fly wherever it wants. Its purpose is to collect some specific emotions in a sufficient amount to give them to the child that asked for them. But you need to create most of these emotions first!

Gameplay0
The child wants “fear”, but we only have “anger”…

Each puzzle starts with at least one emotion. The player character can give it to one of the world inhabitants to make it obtain, feel, experience this emotion. This changes this characters’ properties and behaviour. For today, we will see how it works with “Anger”, one of our five emotions.

Gameplay1
Giving “Anger” to a character…

Depending on the emotion they wield, Oneiros‘ inhabitants can interact with each others, or with other elements of the environment. Most of the time, this leads to the creation of other emotions!

Gameplay2
… makes it hit the other characters in its path, what scares them!

Being able to give emotions to characters means that you can also take them back. Perfect! So you can take the newly created emotions! The idea is to give it to another character that may need it to create even more emotions! You can even collect multiple emotions at a time to give the one you want when you need to, without minding their order.

Gameplay3
Taking back both emotions…
Gameplay6
… allows you to give the one you want to the character you want, be it “Fear”…

 

 

Gameplay7
… or Anger.

But be careful, as you cannot carry more than four emotions at a time. Moreover, one character can only receive or create an emotion if they do not already have one. So do not create too much of them or you will quickly be overwhelmed!

Gameplay8
The emotion gauge is full: you cannot collect other emotions…
Gameplay9
… so let us just give the one you do not care about to the other neutral characters to make some room! But maybe did you need these characters to do something else…? Always pay attention not to generate more emotions than you need to!
Gameplay4
Stop hitting this poor guy, it already created fear!

Keep in mind that, once a character has created an emotion, it cannot generate it again. You can still give it the same emotion though.

 

 

 

You can only see the reactions of a regular Oneiros‘ inhabitant here. But there are other characters that have their own way with emotions! And let us not forget some other elements that can also receive them!

Gameplay10
For instance, we have a cloud! What do you think it would do with an emotion?

As new elements add up and following the player’s progression through the game, many effects can be discovered for each emotion, depending on what wields it and what ithis wielder interacts with, or even where it is! It is up to you to experience with all of this and discover their effects to make your way through the levels. This is why five of them is more than enough!

This is it for the basics of the game. Maybe we will tell you a bit more about the other emotions for the following weeks.

We will not leave you with a “little” announcement: it is not done yet and we have until Friday to prepare ourselves, but we plan on entering the “Challenge Jeunes Talents“, a student-aimed contest in our region. We will tell you more about it as soon as we know if we are in or not (around May 26th), do not hesitate checking out our Twitter, Facebook or Tumblr!

Finally, next goal is to implement most of the mechanisms we corrected and thought about, and building some solid levels!

May our paths meet again, let us hope in not too much time.

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