The Word Is Not The Thing: Update 1

Started my latest game a few weeks ago. After thinking about its design for a little bit, I came up with a 3 day structure with interconnected characters and story that develop over those days. With five locations: Home. Commute. Office. Nature. Self. The self being the character’s own head, where the player chooses to go inside and ultimately finds their way through sort of a ‘mind maze,’ going up against the core fear.

Initially, I worked on some art assets and brought them into Unity, but ended up coding the player, dialogues, interactions, controls, camera, and particle effects right away. I’m using SVG Importer and TextMesh Pro for the vector graphics and fonts, as well as texture atlases on the particle effects to make each word destruction unique. Also, Anime Studio Pro now has a SVG exporter that works nicely with what I use SVG Importer for.

Further design notes include some of the little things. From the start, I wanted a simple and minimalistic approach to the graphics and I try to maintain that. I do provide a little bit of tutorial text in two parts of the game, unfortunately, but I think it helps. At the start of the game, we’re using mostly environmental words, seeing if they get in the way and as the story/game progresses, the emotional words start to come in. The game’s use of words, without faces, sort of explores the emotional effect words themselves have on us and if they get in the way of truly listening/seeing things for what they are. I think that’s interesting.

After playing with the simple mechanic a little bit, I can’t help but see things clearly. I hope that whoever plays just goes into it without reacting, defending or accusing, but that’s up to them. Also, there is also the fact that the the symbol/image is not the thing as well, but for the sake of this game, we’re using the word to go into this.

Up next, world building and fleshing out a trailer.

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