It’s been awhile since I’ve posted, but I’m glad to be back to tell you guys about the new project I’ve been working on. So last semester I worked on a 3D project named Silent Moon, which was an incredible experience. We ended up with a beautiful, immersive prototype for a game. Because we were working in 3D, the artists we had worked with the year before were unable to work with us. They are passionate about 2D, and a 3D project just didn’t fit into what they were looking for. Going into the second semester, Amanda Skibeness, another former Douse teammate, and I decided to switch focus to a 2D project and bring the artists, Constance Chen and Michael James, back on. The result of this has been the birth of a great new project named Lignum.
At its core, Lignum is a 2D poetic experience game structured around a point and click adventure. There was a good amount of enthusiasm for the point and click genre, so we decided to venture in that direction and see where the design would take us. After a few initial meetings, we still didn’t really have a core idea that we could build off of. There were some fledgling concepts, but nothing that could really drive the game to where it needed to go. After mulling it over in bed one night, the idea of wooden robots crept in my head. My tentative pitch was met with an enthusiastic welcome, igniting a series of great brainstorming sessions. Practicing ‘Best Idea Wins’ led us to fast, efficient, and quality iterations on our game design.
Lignum is about the discovery and exploration of a village of broken down robots. The player finds these dilapidated creatures and pieces back together, giving them back their spark of life. Though we are in the early stages of development we have plans for a whole village of robots the player can interact with. The core game play will be simple and non-challenging, much like Douse. Interacting with the environment is as simple as pointing and clicking, with no penalties or game overs. There will be minimal but meaningful environment interaction in order to find the parts to assemble. When we’re crafting a poetic experience like this, we try to make our self more concerned with the overall experience and magic that a player feels while they play it as opposed to the actual difficulty of the game.
Well we’ve only been working on this game for about a month, but Amanda Skibeness and I have been working really hard on this, and just presented our Alpha presentation. We’ve got all of the starting tech up, and I’ll be posting more updates on the design and progress of the project. I’ll also post some neat tech tricks I came across that really helped me get things up and running this milestone. Can’t wait to keep working on this, I’ll keep you guys posted!
Art by our extremely talented artists Constance Chen and Michael James.