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#1 |
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Aspiring Game Maker
Join Date: Apr 2008
Location: Washington, USA
Posts: 12
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So, the theme for this comp is colour. I have several ideas floating around already (no, I won't reveal them yet!), but I want to test exactly what fits into this theme. So I have two game examples, and I want to know if they fit the theme.
First is messhof's Flywrench. While the theme of the game is obviously not colour, the gameplay is very dependent on colour. Your different inputs change the color of the player, which in turn allows you to interact differently with the environment. Learning how to react to the colours becomes a bit part of the game. If the overall space theme of Flywrench was taken away, would this abstractly colour based gameplay be sufficient to fit the theme? And if the space theme was left in, would this colour based gameplay still be sufficient to fit the theme (sort of like a half space/half colour themed game?) Second game in question is Konjak's Chalk. This game is also not themed around colours specifically, but the gameplay is once again based on colours; with the colour of each object indicating to the player how they can interact with it. I guess this is sort of in the same boat as Flywrench, a game that is based on color mainly in gameplay mechanics rather than overall theme. So, I suppose what I am trying to ask here is if to fit the theme requirement, the game's story, ideas, goals, etc must be based around colour or if basing the gameplay mechanics around color and having the story and goals focus on another theme is ok. Thanks Oh and if you haven't played either of these wonderful games, Flywrench can be found at messhof's website: http://www.messhof.com/games/flywrench.php and Chalk can be found at Konjak's website: http://www.konjak.org/ (I highly recommend both of them, Chalk is actually the game that got me back into gaming after a fairly long absence and got me addicted to indie gaming |
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#2 |
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Chair Doctor
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I have played chalk before. It is wonderful.
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The Prime Minister: Tough on drugs, but what's she like off them? |
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#3 |
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Smug Bison
Join Date: Dec 2007
Location: Sydney, Australia
Posts: 953
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As long as some central component of the game - be it gameplay, narrative, graphic design or whatever - embodies the theme, you'll be fine. It's not how much you use the theme, but rather how well you use it that counts.
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#4 |
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Verily.
Join Date: Jun 2008
Location: Inconveniently far from Australia.
Posts: 519
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Last edited by Patrick Alexander; 07-14-2008 at 12:57 PM. Reason: Don't quote spammers please; just report them. |
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#5 |
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Deleted
Join Date: Apr 2008
Location: Sydney
Posts: 668
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I love the theme. I did some horribly complex thing with the RGB simulating the building blocks of the world, mixed it up with some basic evolutionary theory, and got them to use it in offense and defense. Too bad it turned out to be so confusing. But I love how the theme so much I think I'm going to make a sequel for my Shindig entry with lots of simplification next month
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