Wednesday, September 30, 2015

Research, Planning and Kickstarter Mock up!

RESEARCH

I started looking at Kickstarter pages, and looked at what they used to make their games stand out. I noticed that in Elegy for a Dead World they used a lot of gifs and little writing to make the game interesting by not giving away too much. STASIS  used a lot of visuals to show most of its ideas but also used other games to compare itself to. Aurion: Legacy of the Kori-Odan used many animations and character descriptions to make people interested. I like how Elegy for a Dead World and STASIS showed their game idea. They used many visuals but also explained a little of the story and game but not too much, to make the reader want to play the game.
The Healing Process: Tokyo didn't have much "nice artwork" to show, it mainly showed the ingame art, I think I want to show some rendered and nice art work to make the backers interested.


IDEA FOR CUT-SCENES

I was talking to Gino and we both realized that cut-scenes in 2-D sidescrollers don't have to be a "bad thing". I got the idea of instead animating a whole scene in the game, it would be an artwork of for example Nova and Lux sitting in front of a camp fire. The picture would be still but nicely painted to set a mood. Text boxes would appear as Nova would talk to Lux. She might occasionally move her hand/head but the painting itself would keep still. (similar to how Dating Sims stay still/almost like an animatic). I think this could work nicely with my game, this way the player wouldn't be taken out of the game as much as they have nice artwork to look at. (and as they say, a picture paints a thousand words!). As I want my game to be told mainly visually, having the cut-scenes being more visual than animated would fit in really well, I think.

PLANNING FOR KICKSTARTER
As I was looking at different Kickstarters, I made a list of the game ideas I liked and tried to find out what exactly was it that kept me interested. I looked at their Pledge Rewards and the Kickstarted information. I also found that when most kickstarters talked about the gameplay aspect of the game, they showed gifs or mock ups of the gameplay. This is something I want to do.
I also tried to figure out how I will do the trailer, I'm thinking about doing the 5 second animation of gameplay and maybe do a rendered cut-scene to show as well.


KICK STARTER MOCK-UP

I started writing down some ideas for the mock up. After the planning, and looking at the Kick starter pages, I tried to get an overall idea of what I want to write and how I want to hook the backers. I am still working on thinking about what I should write and what I will draw for each section.



Wednesday, September 23, 2015

Creature Color Tests and One Page Pitch Edit

IDEA
Mortem was inhabited with dinosaur-like creatures. Its conditions were the same as Earth, except that one side of the planet was tropical and one was ice. The creatures were able to adapt both in the cold and the hot. Their skin would change (similar to chameleon) depending on which Continent. The smaller creatures (Lux) had skin that was similar to the environment so they could blend in. Lux will change its skin to be cold on the Tropical Continent, and change its skin to be warm on the Ice Continent.



CREATURE
My favorite color scheme is the "T" one, I think the colors work well and would stand out from the environment. I would probably use "T" for when the creature is on the Ice Continent, "S" for the Tropical Continent and either "R" or "V" for night-time when it lights up.






ONE PAGE PITCH EDIT:

Title of the Game:
Novas Vos
CONCEPT
Story Summary:
A spaceship lands on a foreign planet, and a human figure steps out. Her main mission is to find life. Nova explores the planet and after no success finally finds the last surviving life form: a large crocodile-like creature, Lux . At the same time a large machine roams the planet at night. Nova has to find a way to destroy the machine and decides to protect Lux. Nova has to travel to 2 temples on Mortem in order to destroy NOX. After completing the 2nd temple she finds out that she is a robot that has been sent to Mortem from earth to seek out life and to destroy NOX , so that humans can inhabit the planet. Nova empathizes with NOX, and re-purposes it: restore life. Nova decides to stay with NOX and Lux on the planet that Nova gave a new name to: Vita.


Logline
A robot lands on a planet to find life, but discovers hidden secrets.
Justification
Novas Vos challenges the idea of what makes us human by showing that Nova has more humanity than mankind even though she is a robot.


GAME PILLARS
Aesthetics:
The game's art 2D, stylized. The art style of Novas Vos is cell-shaded and abstract: Nova has limited amount of colors (cold) while the Creature and the Environments have vibrant colors with a little more detail, which makes Nova stand out.
TheTropical Continent is made of waterfalls, water trees, grass, lakes and has coral-like features.
The ice continent is made of spikes, ice caves and ice mountains. At night, some of the ice lights up with bright blue colors.
This emphasizes the emptiness of life on Genesis which presents an atmosphere of unsettling loneliness.


Genre (Story):
Sci Fi, Fantasy
Genre (Game):
Adventure, Art game, puzzle
Justification:
The genre Sci Fi and Fantasy are associated with futuristic, alternate worlds/planets which fits into my story as the focus of the story is mainly the environment of the planet. The environment plays a big part of the story as it continuously shows the player two of the main themes of the story, loneliness and looks are decieving.
Adventure is the exploration part of the game (the planet). The genre Art Game fits in with the story as the game's message is strong: that mankind is losing touch of what makes us humans.
Puzzle is part of the puzzle-solving aspect of the story (in the temples), where what makes us human is questioned.


Gameplay style:
side-scroller 2D, exploration, platforming and puzzle solving.
Justification:
The side scroller view is quite far away, which fits with my story, as the view is intended to make the player feel small on the vast planet, and to give a sense that the environment is almost more important than the characters.
Exploration part of the game gives the player a sense of excitement to explore a new planet but also a sense of loneliness as the planet is lifeless.
Puzzle solving emphasizes the theme of the game: what makes us human, as the puzzles are about Nova proving she is human through tasks.

Platform:
PS4
Justification:
Novas Vos would be for Playstation 4, as I think the Playstation platforms have been more experimental with their games; Journey, Flower and Little Big planet. All of these are very different from the “main-stream” games. I think Sony has a good reputation and would be good for my design of a game.

Player Goals:
The player takes role of Nova. The players are trying to achieve tasks in a linear story-line through exploration and puzzle solving. The game-play varies from world exploration (the planet) and puzzle solving (the temples). The player has to look after Lux, giving it food and making sure its health doens't go down. They have to avoid enemy plants and find ways to cross certain paths.
The puzzles involve Nova and Lux to work together. The temples are dark, so Lux is the only light source, the player has to navigate through the temple telling Lux where to stand in order to see where to go next. The puzzles inside the Tropical Continent involve the player proving they are human through physical tasks such as lifting objects/pushing, and finding ways to climb up certain areas, while the puzzles inside the Ice Continent involve Nova proving she is human through choices she has to make (you find a valuable object on the floor, you take it for yourself or you return it to its orginal place), the player then has to prove their choice was rightous by being given the valuable object and then to return it.
The player is motivated and driven through the game by exploration and solving puzzles. There are also micro-objetcs scattered inside the Temples but it is up to the player to find them (optional) that tell the backstory of the planet.


Main Character:
Name: Nova
Age: 1
Nova is white with a saturated colour highlighting certain aspects of her design. She wears a helmet through most of the game, she takes it off when she finds out she is a robot. Her design is slender, and her most distinguishing feature is her helmet. She also has large hand-like gloves where her missions are displayed.
Background: Nova is the first Robot to be designed with artifical intelligence and is sent to the planet, Genesis to find life. She wakes up as she arrives on the planet.
Nova's main mission is to find life and to find a way to destroy the machine.
Nova discovers the only life form on the planet and befriends it, creating a strong bond between the two characters.
Nova is intelligent, and follows orders until her morality is questioned when she finds out that she is a robot. Nova is curious, strict and stern. She always wants things to go her way and gets angry if they don't, however as the player progresses through the game, Nova becomes more care-free and learns that not everything she is told is true.
The biggest challenge Nova faces is learning to follow her own “orders”, and making her own decisions.


Setting:

THE PLANET
The planet was inhabited with large dinosaur creatures, but its atmosphere (oxygen, water, plants) was the same as Earth's. In order for humans to inhabit the planet, they decided to send Cloned humans to Mortem to create a machine (NOX) that could collect the wild life and kill off the creatures that were too dangerous for humans. The harmless creatures were put into tubes (they were experimented on by the cloned humans) inside NOX's arms so that when all the dangerous creatures were wiped out, it could release them back into the wild. One of the creatures (Lux) broke free and destroyed the lab inside the Temple on the Tropical Continent. NOX malfunctioned and destroyed all life on the planet. Lux stayed inside the Temple, hiding from NOX. The cloned humans reached out for help but the humans felt that they were expandable. The cloned humans life span was 4 years and eventually died. Once all life was wiped out on the planet, the humans decided to create Robots to be sent to Mortem to shut down the machine. After many failed attempts, they created the first robot with artifical intelligence: Nova.
THE CONTINENTS
The planet Mortem is small, it has a Tropical Continent and an Ice Continent. During the day-time on the Tropical Continent, its colors are vibrant and saturated, but at night-time its colors fade and becomes dark. This emphazises that not everything is as it seems, as Nova can't find any life-form on the planet. The Tropical Continent has coral-like plants (red,pink,yellow,orange), bright pink grass and yellow trees. Some of its land is evaluated, where certain plants grow.
On the Ice Continent, its colors are pale and shades of blue, but at night its colors become more saturated and vibrant. There are also coral-like plants that grow on the Ice Continent, they look smilar to the Tropical Continent's plants but their colors are more purple and blue. There are sharp spikes and thin-like bridges the player can corss. There are caves the player can go into as well and explore (they are optional), the ice lights up in darkness in turqiuse colors.
THE TEMPLES
On each continent is a Temple-like building. Each one is located at the heart of each Continent. The Tropical Continent Temple was created by the cloned humans (engineers) so they could make the machine, NOX. They created a maze inside so that any creatues from the outside could not come in. It was also enhanced later on, when NOX malfuncioned, so that who ever enters it, has to prove they are human by performing taks with human attributes (creating tools, strength speed) set throughout the maze.

The Ice Continent's Temple was created by the scientists (cloned humans) where the wild-life was experimented on and put inside tubes for NOX. They created a maze inside as well so that the creatures couldn't escape. They also enhanced it later on, when NOX malfuncioned, so that who ever enters it, has to prove they are human through choices (proving human abilities: generosity, power, patience, helpfulness, growth, pride and fairness) set by holograms inside the maze.



MARKETING

Games for comparison:
Shadow of the Colossus, Journey, No Man's Sky, Elegy for a Dead World
Point of Differenece:
In Novas Vos the player has control of the character from the start, with no real knowledge of why they are on this planet; except for one goal: find life from, similar to how Journey starts. But as the game progresses more questions are answered and more character development takes place, making the game's story a mix between Shadow of the Colossus and Journey.
Back of the Box Statements:
An unsettling loneliness lurks the planet, Mortem.
It is up to Nova to find life and destory a mysterious machine that terrorrises Mortem.
Immerse yourself in a planet full of rich and beautiful enviornments.
Solve challenging puzzles.
Explore to find out the truth!
Target Demographics:
Aging Gamers, Young Adults, mid-core gamers, Aged between 13-30
Appeal:
Novas Vos is more about what the player experiences through the game, and its theme is more mature, appealing more to young adults and aging gamers. There is the development of the character and her relationship to the creature and Nova finding out she is a robot. All of this is shown through the game, there are interactive cut-scenes as the backstory of the planet is up to the player to find out. The younger gamers would enjoy playing the game through the mechanics while the aging gamers are both interested in the game mechanics and the story aspect of the game. The micro-narrative of the backstory would make the player play the game again to find all the clues to find out what happened to the planet.




DEVELOPMENT

Possible Areas for Narrative Design:
The Key area of narrative design which should be focused on for the development of this game is: Diegesis and supporting character. The diegesis narrative is about the environment showing the theme of the game: loneliness and hinting at what happened to the planet, while the character narrative is more about Nova finding out she is a robot.






One Page Pitch Edit


Title of the Game:
Novas Vos
CONCEPT
Story Summary:
A spaceship lands on a foreign planet, and a human figure steps out. Her main mission is to find life. Nova explores the planet and after no success finally finds the last surviving life form: a large crocodile-like creature, Lux . At the same time a large machine roams the planet at night. Nova has to find a way to destroy the machine and decides to protect Lux. Nova has to travel to 2 temples on Mortem in order to destroy NOX. After completing the 2nd temple she finds out that she is a robot that has been sent to Mortem from earth to seek out life and to destroy NOX , so that humans can inhabit the planet. Nova empathizes with NOX, and re-purposes it: restore life. Nova decides to stay with NOX and Lux on the planet that Nova gave a new name to: Vita.


Logline
A robot lands on a planet to find life, but discovers hidden secrets.
Justification
Novas Vos challenges the idea of what makes us human by showing that Nova has more humanity than mankind even though she is a robot.


GAME PILLARS
Aesthetics:
The game's art 2D, stylized. The art style of Novas Vos is cell-shaded and abstract: Nova has limited amount of colors (cold) while the Creature and the Environments have vibrant colors with a little more detail, which makes Nova stand out.
The Tropical Continent is made of waterfalls, water trees, grass, lakes and has coral-like features.
The ice continent is made of spikes, ice caves and ice mountains. At night, some of the ice lights up with bright blue colors.
This emphasizes the emptiness of life on Genesis which presents an atmosphere of unsettling loneliness.


Genre (Story):
Sci Fi, Fantasy
Genre (Game):
Adventure, Art game, puzzle
Justification:
The genre Sci Fi and Fantasy are associated with futuristic, alternate worlds/planets which fits into my story as the focus of the story is mainly the environment of the planet. The environment plays a big part of the story as it continuously shows the player one of the main theme of the story, loneliness.
Adventure is the exploration part of the game (the planet). The genre Art Game fits in with the story as the game's message is strong: that mankind is losing touch of what makes us humans.
Puzzle is part of the puzzle-solving aspect of the game (in the temples).


Gameplay style:
side-scroller 2D, exploration, platforming and puzzle solving.
Justification:
The side scroller view is quite far away, which fits with my story, as the view is intended to make the player feel small on the vast planet, and to give a sense that the environment is almost more important than the characters.
Exploration part of the game gives the player a sense of excitement to explore a new planet but also a sense of loneliness as the planet is lifeless.
Puzzle solving emphasizes the theme of the game: what makes us human.

Platform:
PS4
Justification:
Novas Vos would be for Playstation 4, as I think the Playstation platforms have been more experimental with their games; Journey, Flower and Little Big planet. All of these are very different from the “main-stream” games. I think Sony has a good reputation and would be good for my design of a game.

Player Goals:
The player takes role of Nova. The players are trying to achieve tasks in a linear story-line through exploration and puzzle solving. The game-play varies from world exploration (the planet) and puzzle solving (the temples). By completing each temple the player receives new abilities which they can use in order to finish the next temple.
The puzzles involve Nova and Lux to work together. The temples are dark, so Lux is the only light source, the player has to navigate through the temple telling Lux where to stand in order to see where to go next. The puzzles involve the player proving they are human through physical tasks such as lifting objects/pushing, and finding ways to climb up certain areas.
The player is motivated and driven through the game by exploration and solving puzzles.


Main Character:
Name: Nova
Age: 1
Nova is white with a saturated colour highlighting certain aspects of her design. She wears a helmet through the first half of the game, she takes it off when she finds out she is a robot. Her design is slender, and her most distinguishing feature is her helmet.
Background: Nova is the first Robot to be designed with artifical intelligence and is sent to the planet, Genesis to find life. She wakes up as she arrives on the planet.
Nova's main mission is to find life and to find a way to destroy the machine.
Nova discovers the only life form on the planet and befriends it, creating a strong bond between the two characters.
Nova is intelligent, and follows orders until her morality is questioned when she finds out that the planet's inhabitants had been wiped out by the humans she was created by. Nova is curious, strict and stern. She always wants things to go her way and gets angry if they don't, however as the player progresses through the game, Nova becomes more care-free and learns that not everything she is told is true.
The biggest challenge Nova faces is learning to follow her own “orders”, and making her own decisions.
Near the end of the game, Nova finds out that she is a robot, due to her AI she thought she was an organic life-form.

Setting:
The Planet “Mortem” is small: there are only two main continents: one is tropical and the other is ice. The days/nights on the planet pass quicker as the planet's circulation is faster than earth's. The colors of both the Ice continent and the tropical one are vibrant/saturated colors. The tropical continent has warm colors (red, pink, green, yellow) while the ice continent has cold colors (white, blue, turquoise, purple) which contrasts the two.
On each continent is a temple. One of them is in the tropical continent, which was created by the engineers and shows off their personality through its environment: puddles, rusty material and corals growing inside.
The Temple on the ice continent is frozen. The inside reflect the scientist's personality: frozen, cold, white and futuristic.
The puzzles in the Tropical Temple reflect how the engineers think humans work while the puzzles in the Ice Temple reflect how the scientists think humans work.
The ice continent is at the bottom of the planet and the Tropical continent is on the top. One side being hotter (rain forest, swamps). The temple is located between the hottest part of the planet and the warm part.


MARKETING

Games for comparison:
Shadow of the Colossus, Journey
Point of Differenece:
In Novas Vos the player has control of the character from the start, with no real knowledge of why they are on this planet; except for one goal: find life from, similar to how Journey starts. But as the game progresses more questions are answered and more character development takes place, making the game's story a mix between Shadow of the Colossus and Journey.
Back of the Box Statements:
Explore a planet full of rich and beautiful environments, and take on the tasks to find life and destroy a mysterious machine that roams the planet. Experience an unforgettable journey through exploration of the planet. Solve challenging puzzles to reveal the truth.
Target Demographics:
Aging Gamers, Young Adults, mid-core gamers, Aged between 13-30
Appeal:
Novas Vos is more about what the player experiences through the game, and its theme is more mature, appealing more to young adults and aging gamers. There is the development of the character and her relationship to the creature and the backstory of the planet. All of this is shown through the game, there are interactive cut-scenes as the backstory of the planet is up to the player to find out. The younger gamers would enjoy playing the game through the mechanics while the aging gamers are both interested in the game mechanics and the story aspect of the game. The micro-narrative of the backstory would make the player play the game again to find all the clues to find out what happened to the planet.




DEVELOPMENT

Possible Areas for Narrative Design:
The Key area of narrative design which should be focused on for the development of this game is: Diegesis and supporting character. The diegesis narrative is about the environment showing the theme of the game: loneliness and hinting at what happened to the planet, while the character narrative is more about Nova finding out she is a robot. 

Tuesday, September 22, 2015

Creature Concepts, Game Design Document Refinments

CREATURE CONCEPTS
I played around with the proportions of Lux, I looked at dinosaur proportions (Ankylosaurus, Triceratops) because I think it would make more sense in the story for the creature to look more like a dinosaur (proportion and color wise). Its built is more heavy and has stronger which makes more sense for it to be able to be able to be more agile.



- more agile-looking


GAME TITLE FONT
I looked at a few sci-fi games/movies that I used for inspiration for my game and tried to combine their fonts to create a unique one but also a similar font.


GAME DESIGN DOCUMENT

Monday, September 21, 2015

Game Development Proposal Edit 02

GAME DEVELOPMENT PROPOSAL

NARRATIVE DESIGN ELEMENT


NARRATIVE ELEMENT:
DIEGESIS

CONCEPT

MECHANIC(S) USE:

For some narrative design elements a single mechanic might be enough (i.e. under diegesis, you
might utilise the single technique of world­building and develop an environment that tells story
through its physical and art design). For others, you might have multiple (say for intertextuality, you might use the narrative technique of micronarrative fragments alongside cut­scenes that evoke the conventions of a particular genre). Just remember that you have to develop concept art that illustrates your choices, so keep the scope of your design quite focused.
Physical properties/consequences/what tells me the logic of the world/the micro-narrative, what they interact with and how it tells stuff, describe the levels, jump over stuff

ENVIRONMENT DESIGN– MOOD/ATMOSPHERE (ART DESIGN)
In my game I will use the Environment Designs to help tell the story visually.
The Tropical Continent, is full of vibrant colors which gives the player a feeling of awe and an excitement to explore the colorful world. As night turns, all of the colors disappear, leaving the player the only light of the moon, this gives an atmosphere of unsettling loneliness, as it dawns on the player that they haven't found any life yet. Once the player finds the creature, it lights up during night, giving the player a sense of hope. The player ventures into the first temple which is dark, using the creature as their only light source, giving a mysterious atmosphere. The Creature becomes all the more important in the story as it is the only light source, and this communicated through the environment being dark, highlighting the creature.
Once the player finishes the first temple, they continue walking through the Tropical Continent, as they get closer to the Ice Continent, Ice bergs start to appear in the background. Because the ice bergs are sharp, it created a feeling of danger, setting up for a key plot point/climax.
As the player reaches the Ice Continent, it is full or sharp Ice bergs and caves that are dark. But once night dawns, the ice lights up with bright turquoise colors which are bright and colorful. At first the Ice Continent is harsh and plain but at night it becomes colorful. This foreshadows the experience the interaction with Nox, later in the game.

IMAGINATIVE IMMERSION:
The Tropical Continent has 2 different plants: one aggressive plant (enemy) and a healing plant. 
The enemy plant is called: Tutela (which is Latin for defense or protection) and is a common plant, it grows more commonly near water but can be found across the Tropical Continent. The plant lives from eating insects and animals (since no animals are alive, Tutela has become smaller but can still harm Nova or Lux). The player has to navigate through the levels, avoiding the Tutela plant. If they get bitten, their health bar will go down. (Nova's health will be shown through her helmet's design, the circle on the helmet's side will lower the more damage she takes) Once the health bar is empty, the player will re spawn at their last checkpoint.
The healing plant is called: Sanabit (which is Latin for healing) and is found on evaluated land, land that is quite high. (mountains, waterfalls) and can be used for either Nova's health or Lux's. As the player progresses throughout the game, the plant will be harder to reach and will restore less health.
Both plants can be found both in the Tropical Continent and the Ice Continent. Their colors differ but their design looks the same.
As the player progresses through the game, different plants will enable different abilities. The player can collect them and give them to Lux. Some of them can help him gain strength to move certain rocks, or to restore his health. The further the player gets in the game, the more plants they will find which will enable Lux different abilities but will only last for a short amount of time. Some of those plants will come in handy when the player reaches the temples as they will make the puzzles/obstacles easier. If the player decides to not collect any plants, it will be harder for the player to navigate around the puzzles/obstacles.
The machine NOX becomes active at night, it travels the same direction as the player (left to right). The player has to quickly hide from NOX (behind rocks that are scattered throughout the game) or crouch underneath land. Once the player finds Lux and travels with it, they have to make sure that the creature is out of NOX's sight as well as themselves. If NOX catches either Nova or Lux, the player has to restart from the last checkpoint (before night). That is why the environment/level design is important so that the player can hide from NOX, the player has to interact with the environment in order to do so.
Nova will be able to look at a map that shows the planet and will also display certain areas that are worth exploring (where some plants may grow), however there is only a limited amount of times that the player can look at the map before Nova's battery runs low. They have to find batteries scattered around the planet to recharge her.

PUZZLE DESIGN
In the temple on the ice continent, Nova has to prove human abilities by showing, generosity, power, patience, helpfulness, growth, pride and fairness in a maze level. The player will be presented with a maze, and Nova will have a map of the top view, however there is only a limited amount of times the player is allowed to look at it, as it drains Nova's power. The player has to find batteries scattered inside the level to use the map again. There will be choices throughout the level where the player has to decide the "right" thing to do. Depending on which answer the player gives, they will have to prove it by being put in the same situation as the question. Example: You find a valuable item on the floor. A. keep it. B. return it. If the player chooses to return it, a item will appear in the level and the player has to return it to its original place, proving their choice was righteous. If the player chooses to keep it, a trap will be activated, causing the player to run away from it and starting all over again.
In the first temple on the Tropical Continent, Nova will have to prove physical human abilities (tools,strength, speed) by climbing, crouching and making tools by collecting/creating certain parts in the level to create parts that will fit in missing blocks to unlock doors.

INTERTEXTUALITY
I used Latin names/meanings in my game, because the story is about beginning again. Novas Vos means "new you" which refers to Nova, finding herself and discovering who/what she really is and defying her orders. NOX means Night in Latin, referring to how it only functions at night. Lux means light in Latin, this refers to how Lux gives Nova hope and is her light in darkness, literally and figuratively. The name of the planet is "Mortem" which means death in Latin, referring to how the planet is dead. When Nova calls it Vita at the end of the game, it means life in Latin, this shows that Nova has restored Life on the planet.


JUSTIFICATION

Why have you chosen these mechanics? Tell us what about them makes the kind of interactive
storytelling you have planned effective. Why are these best way to translate your linear source
narrative into a video game?
Why is the technique you picked the most important?

ENVIRONMENT DESIGN– MOOD/ATMOSPHERE (ART DESIGN)
I like the idea of “showing but not telling” which works well for my story. The story is simple but I want the player to experience it through its art and physical design. The environmental designs reflect how Nova feels throughout the game, it also makes the player feel a similar way. The Tropical Continent is full of vibrant colors, this shows that Nova feels excited to explore the planet. The colors also contrast with Nova, as she is more pale, showing that she is an "outsider". As night dawns, all the colors fade, this shows that Nova is starting to feel upset as she hasn't found any life yet. When Nova finds Lux, it lights up at night displaying her sense of hope in the dark. When she reaches the end of the temple and is outside again, the icebergs start to appear in the distance, this shows that Nova has started to adjust to the planet and is being accepted. When Nova reaches the Ice Continent, she blends in more with the background (but not too much so the player can still tell her apart from the environment) this shows that she has been accepted on the new planet and has adjusted to it.
The theme of “looks are deceiving” works the best through the art design. The player sees it more clearly, which is shown through the environmental designs: the day time of the Tropical Continent is full of colors but at night the colors vanish and Nox appears. NOX is the "enemy" in the game, but when Nova finds out that she is a robot, she emphasizes with it, this reflects the main theme of the game: looks are deceiving. 

IMAGINATIVE IMMERSION
Most games nowadays are about shooting/fighting, I want the physical design to show how you can avoid all the fighting/conflicts and still have fun playing a game through its interesting level design.The Environments are important as the character has to interact with them a lot throughout the game (picking up plants, hiding from NOX). The player has to avoid the enemy plant (Tutela) and to hide from NOX at night. This displays how the player can go throughout the game without having to fight back. "Game Designers should not play at being the next Spielberg or Coppola because game authorship is not about crafting sequences of events but about modelling worlds with rules." - Gonzola Frasca 
The narrative can be told through the game world, by the player interacting with it. Exploring the planet and finding clues (micro-narrative) as to what happened to the planet.

PUZZLE DESIGN
The puzzle designs are about how Nova can prove she is human even though she is a robot, by completing puzzles that are about human attributes. This is shown through the diegesis: the hologram will appear and the player has to choose what they will do.

INTERTEXTUALITY
I chose Latin names/meanings as Latin was the first language and I think it relates well with humanity wanting to "start from the beginning" on the planet Mortem. Latin refers back to when the Earth was healthy but as humanity evolved and created new languages, the Earth had developed into a bad state. Humanity thinks that if they go inhabit a new planet they would begin again but the same fate will happen to that planet as it happened to Earth.

RELATIONSHIP TO WHOLE NARRATIVE

How will your narrative element and its mechanics and techniques relate to the rest of the video game and its overall narrative? Are you developing a small, but important cog, or does your element stretch across the whole text?
Give a sense of the big picture and where it all fits in (eg character, is it the most important bit?) the edges of the story, cinematics etc platforming, interface Immersion or Intertextuality – talk about inspired sci fi movies/games how these element relate to the diegesis
The diegesis is the most important element in the game, as most of the narrative is told through it, by using the colors/designs to set a mood.

RELATIONSHIP TO OTHER ELEMENTS YET TO DEVELOP:

Brief bullet points – select 3 other narrative techniques that you think will also be important in the development of this game’s story (but that, in this fictional development scenario, will be designed later on). How does your narrative element overlap with these other 3? What implications will this have for your narrative design right now?

LINEARITY
I will use animated cut-scenes that will progress the narrative of the game, at the end of certain missions. The
cut-scenes will be told by using diegesis, by having the character interact with the environment and 
characters.
I will use interactive cut-scenes at certain parts throughout the game where the player has to push 
certain button to active the switch in both temples.

CHARACTERS: 

NOVA
Nova's colors are a combination of light blue, dark blue and white. The white shows that Nova is
"clean" while the light blue gives a friendly feeling of the character but the dark blue suggests some
rebellious nature in her.

LUX
Lux has similar proportions of a crocodile, corgi and shark. Its skin is similar to a Chameleon, its color will slowly go red, the less health it has. Its natural color is pink, green and blue (?). It lights up at night, its colors become more saturated and lighter.

    IMMERSION
    Immersion through character/environments
    The mystery of the Linearity immerses the player as they want to find out what happened, which the player can by paying attention to their surroundings 
    The character's feelings are displayed through the environments, which makes the diegesis immersive, the player can sense exactly what Nova is feeling
     "But also, it feeds into that desire to leave it open-ended. I think we really try and shy away from being too specific about the who, what, when, and where, so that players can put themselves inside the story." - Kellee Santiago, co-founder and president of Thatgamecompany (Journey) 
    The what/when/why/how in Novas Vos is up to the player to find out, if they find all the micro-narratives throughout the game, they can piece together what happened to the planet.
    The Micro-narrative immerses the player through showing but not telling, eg. the scribbles inside the maze/cave hints at people having lived on the planet, claw scratches hint at Lux living there. There will be files scattered around in the Lab with experiments/construction of Nox on them. This immerses the player through diegesis.  


    SOURCE NARRATIVE

    STRENGTHS AND ASPECTS OR ASSETS TO RETAIN:

    What about the source narrative suits your chosen narrative element and mechanics?
    What works – about the story – what is good
    A strong part in the source narrative is the planet Mortem which is desolate but has rich nature of vibrant colors, which gives a feeling of loneliness. I think this translates well into a game, as the player will be able to explore (jumping over obstacles, avoiding certain plants, crouching, hiding) the planet and feel alone through it. Nova is small compared to the environment, making it seem larger than it is, making the player feel "small" and alone.
    When Nova finds Lux, she finds a companion, this can be done well in a game because we inhabit an avatar (Nova) and interact with Lux by giving it power-ups, making sure its health doesn't go down too low which gives the player direct emotional access to not feeling lonely.


    WEAKNESS AND ASPECTS OR ASSETS TO DEVELOP:
    What about the source narrative doesn’t suit your chosen element and mechanics, or will need to be given closer attention as part of your story’s conversion into interactivity?
    What doesn't work – what's shit about it
    When Nova finds out she is a robot in my source narrative, it's difficult to reveal/show in the game,  
    as it is a 2D side scroller. The view of Nova will be side on in order to not break immersion, but can 
    make the player feel less connected to the character because the view can make them feel like they 
    are spectating. Maybe the reveal would have worked better in a 3D game, because the point of 
    view would have been first person, this would have allowed the player to feel more connected to  
    the character as they would see it through their eyes.  
    The backstory of the source narrative is quite complex, it's difficult to show the backstory by micro-
    narrative, as the players might not notice. If the player has no knowledge of the backstory, it would
    be hard to understand why Lux is the last creature, the game appears to have several plot holes, but
    these holes are filled by micro-narrative. I could develop the micro-narrative so that when the player
    plays the game, the micro-narrative will be more obvious and intriguing, making the player
    understand the narrative more.

    LINEARITY