The swan tail remains bobbing at the surface. You can try eat living creatures.ĭive underwater. The game will feature events based on both real life and fairy tales although gameplay will try to be true to real swan behavior and life with funny expectations.ĭip your head and eat whatever greens you may find. ContentĪs a swan you must get hatched, survive childhood, find love and then survive some more. And OUYA is completely open for weird game ideas. It’s an android hardware, easy to use and consoles need more cool sims. I chose OUYA because that is what I originally bought one for to make and playtest my own games on it.
This game project will be a good way for me to practice animations so it’s probably most likley the game will be fully animated before I begin program it (or find a programmer).
PYXEL EDIT FREEZIBG SIMULATOR
The animations in Swan Simulator will be fluid and partly rotoscoped.
Even if the proportions and sounds would be realistic, slapstick comedy is easier to make if you make a game with little to no dialogue. I imagine, to make things entertaining, most of the animation would be on the goofy side. So despite it’s simpleness, the game felt real thanks to the fluid animations. The graphics are extremely simplified based on the current power of the hardware at the time, but got famous for it’s realistic rotoscoped animations. The graphic inspirations are from the first Prince of Persia. Try court a trash can or eat a frog (swans are herbivores). The player is equipped with typical swan skills and everything in the world is interactive. Since it is aimed to be a sandbox, there is no real end goal of the game.
If it’s documented, it’ll get one step closer to existing. If you miss it, you’ll have to start over again and balance life force. The lava and water planet got a subtle flow, just to show how liquid it is while the perfect planet “earth” got this “shiiiing” when it was at a perfect state. When it came to space and background… well black fill and dotty stars, done! Or pixelated it! That is rather ambitious since pixel art is famous for being time consuming. It even gave out a “pssh” and some steam! The planets where layered atop each other and faded into each other when players cooled planets off and transferred heat. If you have excess life force, toss it out into space! But how much should you toss? Experiment! The theme were Equality and we wanted to do a terraforming planet sim! You distribute heat (or life force, that was the working title) among planets to gain balance aka all planets become lush earths. The idea was that the life force was limited and has to be evenly distributed between planets. I’ll write a short design doc about it later. I’m still curious how a game about an army of ants feeding birds would turn out. Then the elimination process exterminated the one who was technically impossible due to our limitations of the jam (the biggest crook were time!). We had several ideas some wild, some silly, which we narrowed down to two favorites. So at the first hour we 2, the Thomas fellow and I began 1 hour concepting and brainstorming. I find a rythm and work flow and it turns into music. My cognitive functions may not be as sharp, but it does marvels to creativity and monotonous tasks are easy peasy for me. I was completely drunk of the lack of sleep. I was awake more than 12 hours, that’s for sure. A bunch of us sat in KTH in several small rooms and for 12 hours we had to construct a fun, innovative and professional game based on a theme: Equality. So, what was the jam all about? Rovio, the angry birds lads and lasses together with Swedish Game Awards arranged a game jam between the 9th and 10th May.