Another meeting, another flow of great ideas. I’ll write them down so that everyone can see in which direction we’re heading and make propositions.
RIPPLES + BUBBLES = RIBBLES? (not an actual working title…yet :P)
We thought that ripples and bubbles were both such good ideas that we just couldn’t let one go. As a result, we found a clever way to merge the two concepts together.
As intended, bubbles will be the actual result of the player’s voice inputs in the game. These bubbles will have different sizes, shapes, thickness, lifespan and other attributes depending on the player’s intention. This way, voice becomes the starting point of every single action in the game.
Once created, the bubbles will be modifiable with tactile input. This way, the player may stretch the bubble, change some of its attributes, etc. We still have to figure out how far can the player go with the manipulation of bubbles, because we don’t want to invalidate the voice input, which could lose part of its meaningfulness this way.
We also have to see if it is possible for these bubbles to store the voice sample that led to their creation so that we could replicate the player’s voice by manipulating the bubble in some way. Tech guys, I’m talking to you 😉
We would also introduce and “economic” system, whereas bubbles would have endurance and lifespan depending on their attributes. Per example, a larger bubble could burst more easily than a smaller one. The player would also be limited in the amount of bubbles in can create at the same time. We’ll probably justify that by some kind of oxygen-like supply that depletes when bubbles are created.
Finally, bubbles’ edges could maybe fluctuate to a rythm (kind of like a soundwave) to give a visual cue of the voice input the player just made. This will prove useful for the next part…
Instead of coming from the player, ripples would be created by “emitters”, which would become the building blocks of the puzzles/levels.
These emitters could be activated by the bubbles once you drag one on them. The actual nature of the ripples would be directly related to your bubbles. We liked how this represented a message being heard, transformed and then thrown back into a “conversation”.
Emitters could also act as obstacles. Let’s say you want to cross a part of a level, but there are ripples so strong that they actually stop you from going further. What’s great about this idea is that we’d be able to sync these ripples with the music and sound effects, thus creating an audio environment that is fully intertwined with gameplay.
This is a basic example. The player must get to the right side of the screen, but ripples are blocking his way. He can either :
1) Activate the bottom emitter so that its ripples negates the top one’s. However, in order to do so, he’ll have to match the pattern (by making a specific kind of bubble)
2) Make a thick bubble that will block the ripples temporarily, thus letting the player get across.
So that is what our two main mechanics would look like! We’ll dig deeper into those in the next few days, so if you have ideas, don’t hesitate to share them!
PLAYER PROGRESSION / SETTING
We thought that our game should be a joyful one, so we would like to know if you like the following themes : drowning, death, limbo…ok, so maybe not joyful, after all…
Actually, we thought that the game could happen in the in-between moment that exists while you’re dying. This “hallucination” moment paves the way to abstract representations and lets us establish different moods, just as if life was flashing before the player’s eyes.
Each level would then become a way for the player/character to solve an issue of his past. Of course, this would only be hinted at, as we don’t want any actual backstory. But I think everybody can relate to the fact that before dying, we must come at peace with our past. This could have an impact on gameplay, as the “goal” of each level would be to get rid of a dissonant element (visual or musical) to make everything harmonious before we leave this world. And in the end, when everything is over…silence.